ioq3/code/game/ai_main.c

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2005-08-26 17:39:27 +00:00
/*
===========================================================================
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
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
/*****************************************************************************
* name: ai_main.c
*
* desc: Quake3 bot AI
*
* $Archive: /MissionPack/code/game/ai_main.c $
*
*****************************************************************************/
#include "g_local.h"
#include "../qcommon/q_shared.h"
#include "../botlib/botlib.h" //bot lib interface
#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"
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//
#include "ai_main.h"
#include "ai_dmq3.h"
#include "ai_chat.h"
#include "ai_cmd.h"
#include "ai_dmnet.h"
#include "ai_vcmd.h"
//
#include "chars.h"
#include "inv.h"
#include "syn.h"
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#ifndef MAX_PATH
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#define MAX_PATH 144
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#endif
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//bot states
bot_state_t *botstates[MAX_CLIENTS];
//number of bots
int numbots;
//floating point time
float floattime;
//time to do a regular update
float regularupdate_time;
//
int bot_interbreed;
int bot_interbreedmatchcount;
//
vmCvar_t bot_thinktime;
vmCvar_t bot_memorydump;
vmCvar_t bot_saveroutingcache;
vmCvar_t bot_pause;
vmCvar_t bot_report;
vmCvar_t bot_testsolid;
vmCvar_t bot_testclusters;
vmCvar_t bot_developer;
vmCvar_t bot_interbreedchar;
vmCvar_t bot_interbreedbots;
vmCvar_t bot_interbreedcycle;
vmCvar_t bot_interbreedwrite;
void ExitLevel( void );
/*
==================
BotAI_Print
==================
*/
void QDECL BotAI_Print(int type, char *fmt, ...) {
char str[2048];
va_list ap;
va_start(ap, fmt);
Q_vsnprintf(str, sizeof(str), fmt, ap);
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va_end(ap);
switch(type) {
case PRT_MESSAGE: {
G_Printf("%s", str);
break;
}
case PRT_WARNING: {
G_Printf( S_COLOR_YELLOW "Warning: %s", str );
break;
}
case PRT_ERROR: {
G_Printf( S_COLOR_RED "Error: %s", str );
break;
}
case PRT_FATAL: {
G_Printf( S_COLOR_RED "Fatal: %s", str );
break;
}
case PRT_EXIT: {
G_Error( S_COLOR_RED "Exit: %s", str );
break;
}
default: {
G_Printf( "unknown print type\n" );
break;
}
}
}
/*
==================
BotAI_Trace
==================
*/
void BotAI_Trace(bsp_trace_t *bsptrace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int passent, int contentmask) {
trace_t trace;
trap_Trace(&trace, start, mins, maxs, end, passent, contentmask);
//copy the trace information
bsptrace->allsolid = trace.allsolid;
bsptrace->startsolid = trace.startsolid;
bsptrace->fraction = trace.fraction;
VectorCopy(trace.endpos, bsptrace->endpos);
bsptrace->plane.dist = trace.plane.dist;
VectorCopy(trace.plane.normal, bsptrace->plane.normal);
bsptrace->plane.signbits = trace.plane.signbits;
bsptrace->plane.type = trace.plane.type;
bsptrace->surface.value = 0;
bsptrace->surface.flags = trace.surfaceFlags;
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bsptrace->ent = trace.entityNum;
bsptrace->exp_dist = 0;
bsptrace->sidenum = 0;
bsptrace->contents = 0;
}
/*
==================
BotAI_GetClientState
==================
*/
int BotAI_GetClientState( int clientNum, playerState_t *state ) {
gentity_t *ent;
ent = &g_entities[clientNum];
if ( !ent->inuse ) {
return qfalse;
}
if ( !ent->client ) {
return qfalse;
}
memcpy( state, &ent->client->ps, sizeof(playerState_t) );
return qtrue;
}
/*
==================
BotAI_GetEntityState
==================
*/
int BotAI_GetEntityState( int entityNum, entityState_t *state ) {
gentity_t *ent;
ent = &g_entities[entityNum];
memset( state, 0, sizeof(entityState_t) );
if (!ent->inuse) return qfalse;
if (!ent->r.linked) return qfalse;
if (ent->r.svFlags & SVF_NOCLIENT) return qfalse;
memcpy( state, &ent->s, sizeof(entityState_t) );
return qtrue;
}
/*
==================
BotAI_GetSnapshotEntity
==================
*/
int BotAI_GetSnapshotEntity( int clientNum, int sequence, entityState_t *state ) {
int entNum;
entNum = trap_BotGetSnapshotEntity( clientNum, sequence );
if ( entNum == -1 ) {
memset(state, 0, sizeof(entityState_t));
return -1;
}
BotAI_GetEntityState( entNum, state );
return sequence + 1;
}
/*
==================
BotAI_BotInitialChat
==================
*/
void QDECL BotAI_BotInitialChat( bot_state_t *bs, char *type, ... ) {
int i, mcontext;
va_list ap;
char *p;
char *vars[MAX_MATCHVARIABLES];
memset(vars, 0, sizeof(vars));
va_start(ap, type);
p = va_arg(ap, char *);
for (i = 0; i < MAX_MATCHVARIABLES; i++) {
if( !p ) {
break;
}
vars[i] = p;
p = va_arg(ap, char *);
}
va_end(ap);
mcontext = BotSynonymContext(bs);
trap_BotInitialChat( bs->cs, type, mcontext, vars[0], vars[1], vars[2], vars[3], vars[4], vars[5], vars[6], vars[7] );
}
/*
==================
BotTestAAS
==================
*/
void BotTestAAS(vec3_t origin) {
int areanum;
aas_areainfo_t info;
trap_Cvar_Update(&bot_testsolid);
trap_Cvar_Update(&bot_testclusters);
if (bot_testsolid.integer) {
if (!trap_AAS_Initialized()) return;
areanum = BotPointAreaNum(origin);
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if (areanum) BotAI_Print(PRT_MESSAGE, "\rempty area");
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else BotAI_Print(PRT_MESSAGE, "\r^1SOLID area");
}
else if (bot_testclusters.integer) {
if (!trap_AAS_Initialized()) return;
areanum = BotPointAreaNum(origin);
if (!areanum)
BotAI_Print(PRT_MESSAGE, "\r^1Solid! ");
else {
trap_AAS_AreaInfo(areanum, &info);
BotAI_Print(PRT_MESSAGE, "\rarea %d, cluster %d ", areanum, info.cluster);
}
}
}
/*
==================
BotReportStatus
==================
*/
void BotReportStatus(bot_state_t *bs) {
char goalname[MAX_MESSAGE_SIZE];
char netname[MAX_MESSAGE_SIZE];
char *leader, flagstatus[32];
//
ClientName(bs->client, netname, sizeof(netname));
if (Q_stricmp(netname, bs->teamleader) == 0) leader = "L";
else leader = " ";
strcpy(flagstatus, " ");
if (gametype == GT_CTF) {
if (BotCTFCarryingFlag(bs)) {
if (BotTeam(bs) == TEAM_RED) strcpy(flagstatus, S_COLOR_RED"F ");
else strcpy(flagstatus, S_COLOR_BLUE"F ");
}
}
#ifdef MISSIONPACK
else if (gametype == GT_1FCTF) {
if (Bot1FCTFCarryingFlag(bs)) {
if (BotTeam(bs) == TEAM_RED) strcpy(flagstatus, S_COLOR_RED"F ");
else strcpy(flagstatus, S_COLOR_BLUE"F ");
}
}
else if (gametype == GT_HARVESTER) {
if (BotHarvesterCarryingCubes(bs)) {
if (BotTeam(bs) == TEAM_RED) Com_sprintf(flagstatus, sizeof(flagstatus), S_COLOR_RED"%2d", bs->inventory[INVENTORY_REDCUBE]);
else Com_sprintf(flagstatus, sizeof(flagstatus), S_COLOR_BLUE"%2d", bs->inventory[INVENTORY_BLUECUBE]);
}
}
#endif
switch(bs->ltgtype) {
case LTG_TEAMHELP:
{
EasyClientName(bs->teammate, goalname, sizeof(goalname));
BotAI_Print(PRT_MESSAGE, "%-20s%s%s: helping %s\n", netname, leader, flagstatus, goalname);
break;
}
case LTG_TEAMACCOMPANY:
{
EasyClientName(bs->teammate, goalname, sizeof(goalname));
BotAI_Print(PRT_MESSAGE, "%-20s%s%s: accompanying %s\n", netname, leader, flagstatus, goalname);
break;
}
case LTG_DEFENDKEYAREA:
{
trap_BotGoalName(bs->teamgoal.number, goalname, sizeof(goalname));
BotAI_Print(PRT_MESSAGE, "%-20s%s%s: defending %s\n", netname, leader, flagstatus, goalname);
break;
}
case LTG_GETITEM:
{
trap_BotGoalName(bs->teamgoal.number, goalname, sizeof(goalname));
BotAI_Print(PRT_MESSAGE, "%-20s%s%s: getting item %s\n", netname, leader, flagstatus, goalname);
break;
}
case LTG_KILL:
{
ClientName(bs->teamgoal.entitynum, goalname, sizeof(goalname));
BotAI_Print(PRT_MESSAGE, "%-20s%s%s: killing %s\n", netname, leader, flagstatus, goalname);
break;
}
case LTG_CAMP:
case LTG_CAMPORDER:
{
BotAI_Print(PRT_MESSAGE, "%-20s%s%s: camping\n", netname, leader, flagstatus);
break;
}
case LTG_PATROL:
{
BotAI_Print(PRT_MESSAGE, "%-20s%s%s: patrolling\n", netname, leader, flagstatus);
break;
}
case LTG_GETFLAG:
{
BotAI_Print(PRT_MESSAGE, "%-20s%s%s: capturing flag\n", netname, leader, flagstatus);
break;
}
case LTG_RUSHBASE:
{
BotAI_Print(PRT_MESSAGE, "%-20s%s%s: rushing base\n", netname, leader, flagstatus);
break;
}
case LTG_RETURNFLAG:
{
BotAI_Print(PRT_MESSAGE, "%-20s%s%s: returning flag\n", netname, leader, flagstatus);
break;
}
case LTG_ATTACKENEMYBASE:
{
BotAI_Print(PRT_MESSAGE, "%-20s%s%s: attacking the enemy base\n", netname, leader, flagstatus);
break;
}
case LTG_HARVEST:
{
BotAI_Print(PRT_MESSAGE, "%-20s%s%s: harvesting\n", netname, leader, flagstatus);
break;
}
default:
{
BotAI_Print(PRT_MESSAGE, "%-20s%s%s: roaming\n", netname, leader, flagstatus);
break;
}
}
}
/*
==================
BotTeamplayReport
==================
*/
void BotTeamplayReport(void) {
int i;
char buf[MAX_INFO_STRING];
BotAI_Print(PRT_MESSAGE, S_COLOR_RED"RED\n");
for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) {
//
if ( !botstates[i] || !botstates[i]->inuse ) 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_RED) {
BotReportStatus(botstates[i]);
}
}
BotAI_Print(PRT_MESSAGE, S_COLOR_BLUE"BLUE\n");
for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) {
//
if ( !botstates[i] || !botstates[i]->inuse ) 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_BLUE) {
BotReportStatus(botstates[i]);
}
}
}
/*
==================
BotSetInfoConfigString
==================
*/
void BotSetInfoConfigString(bot_state_t *bs) {
char goalname[MAX_MESSAGE_SIZE];
char netname[MAX_MESSAGE_SIZE];
char action[MAX_MESSAGE_SIZE];
char *leader, carrying[32], *cs;
bot_goal_t goal;
//
ClientName(bs->client, netname, sizeof(netname));
if (Q_stricmp(netname, bs->teamleader) == 0) leader = "L";
else leader = " ";
strcpy(carrying, " ");
if (gametype == GT_CTF) {
if (BotCTFCarryingFlag(bs)) {
strcpy(carrying, "F ");
}
}
#ifdef MISSIONPACK
else if (gametype == GT_1FCTF) {
if (Bot1FCTFCarryingFlag(bs)) {
strcpy(carrying, "F ");
}
}
else if (gametype == GT_HARVESTER) {
if (BotHarvesterCarryingCubes(bs)) {
if (BotTeam(bs) == TEAM_RED) Com_sprintf(carrying, sizeof(carrying), "%2d", bs->inventory[INVENTORY_REDCUBE]);
else Com_sprintf(carrying, sizeof(carrying), "%2d", bs->inventory[INVENTORY_BLUECUBE]);
}
}
#endif
switch(bs->ltgtype) {
case LTG_TEAMHELP:
{
EasyClientName(bs->teammate, goalname, sizeof(goalname));
Com_sprintf(action, sizeof(action), "helping %s", goalname);
break;
}
case LTG_TEAMACCOMPANY:
{
EasyClientName(bs->teammate, goalname, sizeof(goalname));
Com_sprintf(action, sizeof(action), "accompanying %s", goalname);
break;
}
case LTG_DEFENDKEYAREA:
{
trap_BotGoalName(bs->teamgoal.number, goalname, sizeof(goalname));
Com_sprintf(action, sizeof(action), "defending %s", goalname);
break;
}
case LTG_GETITEM:
{
trap_BotGoalName(bs->teamgoal.number, goalname, sizeof(goalname));
Com_sprintf(action, sizeof(action), "getting item %s", goalname);
break;
}
case LTG_KILL:
{
ClientName(bs->teamgoal.entitynum, goalname, sizeof(goalname));
Com_sprintf(action, sizeof(action), "killing %s", goalname);
break;
}
case LTG_CAMP:
case LTG_CAMPORDER:
{
Com_sprintf(action, sizeof(action), "camping");
break;
}
case LTG_PATROL:
{
Com_sprintf(action, sizeof(action), "patrolling");
break;
}
case LTG_GETFLAG:
{
Com_sprintf(action, sizeof(action), "capturing flag");
break;
}
case LTG_RUSHBASE:
{
Com_sprintf(action, sizeof(action), "rushing base");
break;
}
case LTG_RETURNFLAG:
{
Com_sprintf(action, sizeof(action), "returning flag");
break;
}
case LTG_ATTACKENEMYBASE:
{
Com_sprintf(action, sizeof(action), "attacking the enemy base");
break;
}
case LTG_HARVEST:
{
Com_sprintf(action, sizeof(action), "harvesting");
break;
}
default:
{
trap_BotGetTopGoal(bs->gs, &goal);
trap_BotGoalName(goal.number, goalname, sizeof(goalname));
Com_sprintf(action, sizeof(action), "roaming %s", goalname);
break;
}
}
cs = va("l\\%s\\c\\%s\\a\\%s",
leader,
carrying,
action);
trap_SetConfigstring (CS_BOTINFO + bs->client, cs);
}
/*
==============
BotUpdateInfoConfigStrings
==============
*/
void BotUpdateInfoConfigStrings(void) {
int i;
char buf[MAX_INFO_STRING];
for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) {
//
if ( !botstates[i] || !botstates[i]->inuse )
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;
BotSetInfoConfigString(botstates[i]);
}
}
/*
==============
BotInterbreedBots
==============
*/
void BotInterbreedBots(void) {
float ranks[MAX_CLIENTS];
int parent1, parent2, child;
int i;
// get rankings for all the bots
for (i = 0; i < MAX_CLIENTS; i++) {
if ( botstates[i] && botstates[i]->inuse ) {
ranks[i] = botstates[i]->num_kills * 2 - botstates[i]->num_deaths;
}
else {
ranks[i] = -1;
}
}
if (trap_GeneticParentsAndChildSelection(MAX_CLIENTS, ranks, &parent1, &parent2, &child)) {
trap_BotInterbreedGoalFuzzyLogic(botstates[parent1]->gs, botstates[parent2]->gs, botstates[child]->gs);
trap_BotMutateGoalFuzzyLogic(botstates[child]->gs, 1);
}
// reset the kills and deaths
for (i = 0; i < MAX_CLIENTS; i++) {
if (botstates[i] && botstates[i]->inuse) {
botstates[i]->num_kills = 0;
botstates[i]->num_deaths = 0;
}
}
}
/*
==============
BotWriteInterbreeded
==============
*/
void BotWriteInterbreeded(char *filename) {
float rank, bestrank;
int i, bestbot;
bestrank = 0;
bestbot = -1;
// get the best bot
for (i = 0; i < MAX_CLIENTS; i++) {
if ( botstates[i] && botstates[i]->inuse ) {
rank = botstates[i]->num_kills * 2 - botstates[i]->num_deaths;
}
else {
rank = -1;
}
if (rank > bestrank) {
bestrank = rank;
bestbot = i;
}
}
if (bestbot >= 0) {
//write out the new goal fuzzy logic
trap_BotSaveGoalFuzzyLogic(botstates[bestbot]->gs, filename);
}
}
/*
==============
BotInterbreedEndMatch
add link back into ExitLevel?
==============
*/
void BotInterbreedEndMatch(void) {
if (!bot_interbreed) return;
bot_interbreedmatchcount++;
if (bot_interbreedmatchcount >= bot_interbreedcycle.integer) {
bot_interbreedmatchcount = 0;
//
trap_Cvar_Update(&bot_interbreedwrite);
if (strlen(bot_interbreedwrite.string)) {
BotWriteInterbreeded(bot_interbreedwrite.string);
trap_Cvar_Set("bot_interbreedwrite", "");
}
BotInterbreedBots();
}
}
/*
==============
BotInterbreeding
==============
*/
void BotInterbreeding(void) {
int i;
trap_Cvar_Update(&bot_interbreedchar);
if (!strlen(bot_interbreedchar.string)) return;
//make sure we are in tournament mode
if (gametype != GT_TOURNAMENT) {
trap_Cvar_Set("g_gametype", va("%d", GT_TOURNAMENT));
ExitLevel();
return;
}
//shutdown all the bots
for (i = 0; i < MAX_CLIENTS; i++) {
if (botstates[i] && botstates[i]->inuse) {
BotAIShutdownClient(botstates[i]->client, qfalse);
}
}
//make sure all item weight configs are reloaded and Not shared
trap_BotLibVarSet("bot_reloadcharacters", "1");
//add a number of bots using the desired bot character
for (i = 0; i < bot_interbreedbots.integer; i++) {
trap_SendConsoleCommand( EXEC_INSERT, va("addbot %s 4 free %i %s%d\n",
bot_interbreedchar.string, i * 50, bot_interbreedchar.string, i) );
}
//
trap_Cvar_Set("bot_interbreedchar", "");
bot_interbreed = qtrue;
}
/*
==============
BotEntityInfo
==============
*/
void BotEntityInfo(int entnum, aas_entityinfo_t *info) {
trap_AAS_EntityInfo(entnum, info);
}
/*
==============
NumBots
==============
*/
int NumBots(void) {
return numbots;
}
/*
==============
BotTeamLeader
==============
*/
int BotTeamLeader(bot_state_t *bs) {
int leader;
leader = ClientFromName(bs->teamleader);
if (leader < 0) return qfalse;
if (!botstates[leader] || !botstates[leader]->inuse) return qfalse;
return qtrue;
}
/*
==============
AngleDifference
==============
*/
float AngleDifference(float ang1, float ang2) {
float diff;
diff = ang1 - ang2;
if (ang1 > ang2) {
if (diff > 180.0) diff -= 360.0;
}
else {
if (diff < -180.0) diff += 360.0;
}
return diff;
}
/*
==============
BotChangeViewAngle
==============
*/
float BotChangeViewAngle(float angle, float ideal_angle, float speed) {
float move;
angle = AngleMod(angle);
ideal_angle = AngleMod(ideal_angle);
if (angle == ideal_angle) return angle;
move = ideal_angle - angle;
if (ideal_angle > angle) {
if (move > 180.0) move -= 360.0;
}
else {
if (move < -180.0) move += 360.0;
}
if (move > 0) {
if (move > speed) move = speed;
}
else {
if (move < -speed) move = -speed;
}
return AngleMod(angle + move);
}
/*
==============
BotChangeViewAngles
==============
*/
void BotChangeViewAngles(bot_state_t *bs, float thinktime) {
float diff, factor, maxchange, anglespeed, disired_speed;
int i;
if (bs->ideal_viewangles[PITCH] > 180) bs->ideal_viewangles[PITCH] -= 360;
//
if (bs->enemy >= 0) {
factor = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_VIEW_FACTOR, 0.01f, 1);
maxchange = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_VIEW_MAXCHANGE, 1, 1800);
}
else {
factor = 0.05f;
maxchange = 360;
}
if (maxchange < 240) maxchange = 240;
maxchange *= thinktime;
for (i = 0; i < 2; i++) {
//
if (bot_challenge.integer) {
//smooth slowdown view model
diff = fabs(AngleDifference(bs->viewangles[i], bs->ideal_viewangles[i]));
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anglespeed = diff * factor;
if (anglespeed > maxchange) anglespeed = maxchange;
bs->viewangles[i] = BotChangeViewAngle(bs->viewangles[i],
bs->ideal_viewangles[i], anglespeed);
}
else {
//over reaction view model
bs->viewangles[i] = AngleMod(bs->viewangles[i]);
bs->ideal_viewangles[i] = AngleMod(bs->ideal_viewangles[i]);
diff = AngleDifference(bs->viewangles[i], bs->ideal_viewangles[i]);
disired_speed = diff * factor;
bs->viewanglespeed[i] += (bs->viewanglespeed[i] - disired_speed);
if (bs->viewanglespeed[i] > 180) bs->viewanglespeed[i] = maxchange;
if (bs->viewanglespeed[i] < -180) bs->viewanglespeed[i] = -maxchange;
anglespeed = bs->viewanglespeed[i];
if (anglespeed > maxchange) anglespeed = maxchange;
if (anglespeed < -maxchange) anglespeed = -maxchange;
bs->viewangles[i] += anglespeed;
bs->viewangles[i] = AngleMod(bs->viewangles[i]);
//demping
bs->viewanglespeed[i] *= 0.45 * (1 - factor);
}
//BotAI_Print(PRT_MESSAGE, "ideal_angles %f %f\n", bs->ideal_viewangles[0], bs->ideal_viewangles[1], bs->ideal_viewangles[2]);`
//bs->viewangles[i] = bs->ideal_viewangles[i];
}
//bs->viewangles[PITCH] = 0;
if (bs->viewangles[PITCH] > 180) bs->viewangles[PITCH] -= 360;
//elementary action: view
trap_EA_View(bs->client, bs->viewangles);
}
/*
==============
BotInputToUserCommand
==============
*/
void BotInputToUserCommand(bot_input_t *bi, usercmd_t *ucmd, int delta_angles[3], int time) {
vec3_t angles, forward, right;
short temp;
int j;
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144) ################################################################################ This Patch fixes: ################################################################################ - The "fraglimit warning" was not played at all, if on the blue team. - The "where" console command was broken. - Obelisk explosion wasn't drawn if no Rocketlauncher was loaded. - Impact marks sometimes didn't draw at all. - IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet. - If two doors are close to each other a spectator couldn't fly through them. - More robust, efficient and logical respawning routine. NOTE: The game.qvm will get notable smaller and will use LESS MEMORY! - Drowning sounds are fixed. Now they are played as intended. (as the id comment in the source code shows). - Some AI bugs (OVERFLOW!) in the bot movement code. - Several "Team Arena" Overload and Harvester bugs. - Stops bots from attacking a team mate (player) who only changed teams. - Some voice chats and CTF commands fixed. - "Team_ReturnFlag" was called twice, which did wired things sometimes. NOTE: (G_RunItem checks CONTENTS_NODROP already!) - A bugfix for Gauntlet animation. - Incorrect CTF scoring. - A bunch of corrected comments and print lines ("\n"). - Some regularity of expression and some small trivial bugs. ################################################################################ Details: ################################################################################ ******************************************************************************** BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining the blue team! -------------------------------------------------------------------------------- Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore should be cgs.scores2. ******************************************************************************** BUG: the "where" console command doesn't work as expected (it's always 0 0 0) but not in id Quake 3 Arena. It seems that now Ioquake3 is affected! -------------------------------------------------------------------------------- Solution: In Function "Cmd_Where_f" ent->s.origin should be ent->r.currentOrigin. ******************************************************************************** BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no Rocketlauncher loaded. (The "maps without Rocketlauncher" bug) -------------------------------------------------------------------------------- Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered if gamemode is GT_OBELISK. ******************************************************************************** BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you don't play (io)Quake3 every day and know the places where it happens! ;) But anyway... Test: start q3dm12 go to "Long Jump Canyon" (where the small platform teleporter for the BFG is) place yourself at the point where the railgun spawns, look in the direction where the red suspended armor is. Now shoot at the sloped wall on the out/leftside of the door you see. (the sloped wall should be nearly in the center of your screen now). If you choose the correct brush face and shoot up and down at this brush face, the impact marks sometimes aren't visible. There are hundreds of custom maps where this can happen! -------------------------------------------------------------------------------- Solution: I replaced the function "SnapVectorTowards" with the one from "Wolfenstein - Enemy Territory (GPL Source Code)" ******************************************************************************** BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun. Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not restricted to that. All weapons except those two were handled correct. -------------------------------------------------------------------------------- Solution: Make Gauntlet and Lightning gun not firing for someone who cheats with "NOCLIP" (like all other weapons). ******************************************************************************** NOTE: A few bugfixes are not mine and are reported here: http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179. Thanks to Quake3world, for all those years and the good guys there! ******************************************************************************** BUG: During making a mod I found a very strange bug, which mainly occurs if someone tries to implement a lot of singleplayer monsters which should walk slowly (like the "Crash" bot). So if someone wants to make slow down bots or monsters when they are walking towards a goal and alter the function "BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and this is the default (also buggy) behavior they start running although they shouldn't (as seen with the "Crash" bot and will not be fixed here). -------------------------------------------------------------------------------- Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J. Hoffman. ******************************************************************************** BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense. -------------------------------------------------------------------------------- Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)) should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)). ******************************************************************************** BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong: "(bs->enemy != redobelisk.entitynum || bs->enemy != blueobelisk.entitynum)" -------------------------------------------------------------------------------- Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is correct. ******************************************************************************** BUG: in gamemode GT_OBELISK there are too many node switches for bots (test: mpq3tourney6 with many bots). If that happens, game becomes unplayable. I don't know if this is the best solution but here it is: -------------------------------------------------------------------------------- Solution: In function "AINode_Battle_Fight" right after: if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) { I added this: #ifdef MISSIONPACK if (bs->enemy == redobelisk.entitynum || bs->enemy == blueobelisk.entitynum) { AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight"); return qfalse; } #endif ******************************************************************************** BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop shooting at you, although you are on their team now. It seems that the configstrings are f***** up or not reliable in this case! -------------------------------------------------------------------------------- Solution: In function "BotTeam" and "BotSameTeam" get the real team values. ******************************************************************************** BUG: Some of the bots voice commands are wrong. They are commanded to attack the enemy base but they say "Okay, I will defend!" -------------------------------------------------------------------------------- Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and "Bot1FCTFOrders_EnemyDroppedFlag" ******************************************************************************** BUG: Spectators couldn't fly through doors if they are very close to each other. You can test it with some regular id maps (q3dm14, q3dm12) but there are also many custom maps where this can happen! This is annoying because in the worst case you can't move at all and are caught inside a door. -------------------------------------------------------------------------------- Solution: There is a solution in a mod called "Hunt" by J. Hoffman. Bugfix is included in this patch! ******************************************************************************** BUG: During making a mod I found it very hard to implement some of my ideas (something like "Limbo" or "Meeting") because of the way the player spawn effect, intermission and spawning on victory pads is handled. I reworked it a bit and simplified it so that the effect is handled when a client respawns (as the name says) and not when a client begins. I think this will help more mod makers everytime they want to make changes to spawning of players, bots on victory pads or monsters... and want to avoid spectators with Machineguns which can kill and score... :() NOTE: I also renamed the poorly named function "respawn" to "ClientRespawn". If someone searches the code base for "respawn" it was really hard to find the correct place for what was meant. "respawn" is used so often, that you really get headache ... now with "ClientRespawn" it's easier! IMPORTANT: The whole respawning, moving to intermission point and everything related to that is now done in a more reliable way without changing the default behavior. (How critical the whole spwaning mess was did you see by yourself (ioquake3 rev. 2076). With this patch it's safer. Trust me, I spent hours of fixing silly problems... -------------------------------------------------------------------------------- Solution: Simplified "ClientBegin" and moved the teleport event to "ClientSpawn". ******************************************************************************** BUG: If a player is dying or hurted under water the hurt/dying sounds AND the drowning sounds are played together. This is silly. Moreover it's no good idea to let the server play client sounds! There was a solution in a mod called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem. -------------------------------------------------------------------------------- Solution: Created a "CG_WaterLevel" function to play the appropriate sounds. ******************************************************************************** ################################################################################
2011-08-01 11:39:33 +00:00
float f, r, u, m;
2005-08-26 17:39:27 +00:00
//clear the whole structure
memset(ucmd, 0, sizeof(usercmd_t));
//the duration for the user command in milli seconds
ucmd->serverTime = time;
//
if (bi->actionflags & ACTION_DELAYEDJUMP) {
bi->actionflags |= ACTION_JUMP;
bi->actionflags &= ~ACTION_DELAYEDJUMP;
}
//set the buttons
if (bi->actionflags & ACTION_RESPAWN) ucmd->buttons = BUTTON_ATTACK;
if (bi->actionflags & ACTION_ATTACK) ucmd->buttons |= BUTTON_ATTACK;
if (bi->actionflags & ACTION_TALK) ucmd->buttons |= BUTTON_TALK;
if (bi->actionflags & ACTION_GESTURE) ucmd->buttons |= BUTTON_GESTURE;
if (bi->actionflags & ACTION_USE) ucmd->buttons |= BUTTON_USE_HOLDABLE;
if (bi->actionflags & ACTION_WALK) ucmd->buttons |= BUTTON_WALKING;
if (bi->actionflags & ACTION_AFFIRMATIVE) ucmd->buttons |= BUTTON_AFFIRMATIVE;
if (bi->actionflags & ACTION_NEGATIVE) ucmd->buttons |= BUTTON_NEGATIVE;
if (bi->actionflags & ACTION_GETFLAG) ucmd->buttons |= BUTTON_GETFLAG;
if (bi->actionflags & ACTION_GUARDBASE) ucmd->buttons |= BUTTON_GUARDBASE;
if (bi->actionflags & ACTION_PATROL) ucmd->buttons |= BUTTON_PATROL;
if (bi->actionflags & ACTION_FOLLOWME) ucmd->buttons |= BUTTON_FOLLOWME;
//
ucmd->weapon = bi->weapon;
//set the view angles
//NOTE: the ucmd->angles are the angles WITHOUT the delta angles
ucmd->angles[PITCH] = ANGLE2SHORT(bi->viewangles[PITCH]);
ucmd->angles[YAW] = ANGLE2SHORT(bi->viewangles[YAW]);
ucmd->angles[ROLL] = ANGLE2SHORT(bi->viewangles[ROLL]);
//subtract the delta angles
for (j = 0; j < 3; j++) {
temp = ucmd->angles[j] - delta_angles[j];
/*NOTE: disabled because temp should be mod first
if ( j == PITCH ) {
// don't let the player look up or down more than 90 degrees
if ( temp > 16000 ) temp = 16000;
else if ( temp < -16000 ) temp = -16000;
}
*/
ucmd->angles[j] = temp;
}
//NOTE: movement is relative to the REAL view angles
//get the horizontal forward and right vector
//get the pitch in the range [-180, 180]
if (bi->dir[2]) angles[PITCH] = bi->viewangles[PITCH];
else angles[PITCH] = 0;
angles[YAW] = bi->viewangles[YAW];
angles[ROLL] = 0;
AngleVectors(angles, forward, right, NULL);
//bot input speed is in the range [0, 400]
bi->speed = bi->speed * 127 / 400;
//set the view independent movement
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144) ################################################################################ This Patch fixes: ################################################################################ - The "fraglimit warning" was not played at all, if on the blue team. - The "where" console command was broken. - Obelisk explosion wasn't drawn if no Rocketlauncher was loaded. - Impact marks sometimes didn't draw at all. - IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet. - If two doors are close to each other a spectator couldn't fly through them. - More robust, efficient and logical respawning routine. NOTE: The game.qvm will get notable smaller and will use LESS MEMORY! - Drowning sounds are fixed. Now they are played as intended. (as the id comment in the source code shows). - Some AI bugs (OVERFLOW!) in the bot movement code. - Several "Team Arena" Overload and Harvester bugs. - Stops bots from attacking a team mate (player) who only changed teams. - Some voice chats and CTF commands fixed. - "Team_ReturnFlag" was called twice, which did wired things sometimes. NOTE: (G_RunItem checks CONTENTS_NODROP already!) - A bugfix for Gauntlet animation. - Incorrect CTF scoring. - A bunch of corrected comments and print lines ("\n"). - Some regularity of expression and some small trivial bugs. ################################################################################ Details: ################################################################################ ******************************************************************************** BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining the blue team! -------------------------------------------------------------------------------- Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore should be cgs.scores2. ******************************************************************************** BUG: the "where" console command doesn't work as expected (it's always 0 0 0) but not in id Quake 3 Arena. It seems that now Ioquake3 is affected! -------------------------------------------------------------------------------- Solution: In Function "Cmd_Where_f" ent->s.origin should be ent->r.currentOrigin. ******************************************************************************** BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no Rocketlauncher loaded. (The "maps without Rocketlauncher" bug) -------------------------------------------------------------------------------- Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered if gamemode is GT_OBELISK. ******************************************************************************** BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you don't play (io)Quake3 every day and know the places where it happens! ;) But anyway... Test: start q3dm12 go to "Long Jump Canyon" (where the small platform teleporter for the BFG is) place yourself at the point where the railgun spawns, look in the direction where the red suspended armor is. Now shoot at the sloped wall on the out/leftside of the door you see. (the sloped wall should be nearly in the center of your screen now). If you choose the correct brush face and shoot up and down at this brush face, the impact marks sometimes aren't visible. There are hundreds of custom maps where this can happen! -------------------------------------------------------------------------------- Solution: I replaced the function "SnapVectorTowards" with the one from "Wolfenstein - Enemy Territory (GPL Source Code)" ******************************************************************************** BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun. Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not restricted to that. All weapons except those two were handled correct. -------------------------------------------------------------------------------- Solution: Make Gauntlet and Lightning gun not firing for someone who cheats with "NOCLIP" (like all other weapons). ******************************************************************************** NOTE: A few bugfixes are not mine and are reported here: http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179. Thanks to Quake3world, for all those years and the good guys there! ******************************************************************************** BUG: During making a mod I found a very strange bug, which mainly occurs if someone tries to implement a lot of singleplayer monsters which should walk slowly (like the "Crash" bot). So if someone wants to make slow down bots or monsters when they are walking towards a goal and alter the function "BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and this is the default (also buggy) behavior they start running although they shouldn't (as seen with the "Crash" bot and will not be fixed here). -------------------------------------------------------------------------------- Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J. Hoffman. ******************************************************************************** BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense. -------------------------------------------------------------------------------- Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)) should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)). ******************************************************************************** BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong: "(bs->enemy != redobelisk.entitynum || bs->enemy != blueobelisk.entitynum)" -------------------------------------------------------------------------------- Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is correct. ******************************************************************************** BUG: in gamemode GT_OBELISK there are too many node switches for bots (test: mpq3tourney6 with many bots). If that happens, game becomes unplayable. I don't know if this is the best solution but here it is: -------------------------------------------------------------------------------- Solution: In function "AINode_Battle_Fight" right after: if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) { I added this: #ifdef MISSIONPACK if (bs->enemy == redobelisk.entitynum || bs->enemy == blueobelisk.entitynum) { AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight"); return qfalse; } #endif ******************************************************************************** BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop shooting at you, although you are on their team now. It seems that the configstrings are f***** up or not reliable in this case! -------------------------------------------------------------------------------- Solution: In function "BotTeam" and "BotSameTeam" get the real team values. ******************************************************************************** BUG: Some of the bots voice commands are wrong. They are commanded to attack the enemy base but they say "Okay, I will defend!" -------------------------------------------------------------------------------- Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and "Bot1FCTFOrders_EnemyDroppedFlag" ******************************************************************************** BUG: Spectators couldn't fly through doors if they are very close to each other. You can test it with some regular id maps (q3dm14, q3dm12) but there are also many custom maps where this can happen! This is annoying because in the worst case you can't move at all and are caught inside a door. -------------------------------------------------------------------------------- Solution: There is a solution in a mod called "Hunt" by J. Hoffman. Bugfix is included in this patch! ******************************************************************************** BUG: During making a mod I found it very hard to implement some of my ideas (something like "Limbo" or "Meeting") because of the way the player spawn effect, intermission and spawning on victory pads is handled. I reworked it a bit and simplified it so that the effect is handled when a client respawns (as the name says) and not when a client begins. I think this will help more mod makers everytime they want to make changes to spawning of players, bots on victory pads or monsters... and want to avoid spectators with Machineguns which can kill and score... :() NOTE: I also renamed the poorly named function "respawn" to "ClientRespawn". If someone searches the code base for "respawn" it was really hard to find the correct place for what was meant. "respawn" is used so often, that you really get headache ... now with "ClientRespawn" it's easier! IMPORTANT: The whole respawning, moving to intermission point and everything related to that is now done in a more reliable way without changing the default behavior. (How critical the whole spwaning mess was did you see by yourself (ioquake3 rev. 2076). With this patch it's safer. Trust me, I spent hours of fixing silly problems... -------------------------------------------------------------------------------- Solution: Simplified "ClientBegin" and moved the teleport event to "ClientSpawn". ******************************************************************************** BUG: If a player is dying or hurted under water the hurt/dying sounds AND the drowning sounds are played together. This is silly. Moreover it's no good idea to let the server play client sounds! There was a solution in a mod called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem. -------------------------------------------------------------------------------- Solution: Created a "CG_WaterLevel" function to play the appropriate sounds. ******************************************************************************** ################################################################################
2011-08-01 11:39:33 +00:00
f = DotProduct(forward, bi->dir);
r = DotProduct(right, bi->dir);
u = fabs(forward[2]) * bi->dir[2];
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144) ################################################################################ This Patch fixes: ################################################################################ - The "fraglimit warning" was not played at all, if on the blue team. - The "where" console command was broken. - Obelisk explosion wasn't drawn if no Rocketlauncher was loaded. - Impact marks sometimes didn't draw at all. - IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet. - If two doors are close to each other a spectator couldn't fly through them. - More robust, efficient and logical respawning routine. NOTE: The game.qvm will get notable smaller and will use LESS MEMORY! - Drowning sounds are fixed. Now they are played as intended. (as the id comment in the source code shows). - Some AI bugs (OVERFLOW!) in the bot movement code. - Several "Team Arena" Overload and Harvester bugs. - Stops bots from attacking a team mate (player) who only changed teams. - Some voice chats and CTF commands fixed. - "Team_ReturnFlag" was called twice, which did wired things sometimes. NOTE: (G_RunItem checks CONTENTS_NODROP already!) - A bugfix for Gauntlet animation. - Incorrect CTF scoring. - A bunch of corrected comments and print lines ("\n"). - Some regularity of expression and some small trivial bugs. ################################################################################ Details: ################################################################################ ******************************************************************************** BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining the blue team! -------------------------------------------------------------------------------- Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore should be cgs.scores2. ******************************************************************************** BUG: the "where" console command doesn't work as expected (it's always 0 0 0) but not in id Quake 3 Arena. It seems that now Ioquake3 is affected! -------------------------------------------------------------------------------- Solution: In Function "Cmd_Where_f" ent->s.origin should be ent->r.currentOrigin. ******************************************************************************** BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no Rocketlauncher loaded. (The "maps without Rocketlauncher" bug) -------------------------------------------------------------------------------- Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered if gamemode is GT_OBELISK. ******************************************************************************** BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you don't play (io)Quake3 every day and know the places where it happens! ;) But anyway... Test: start q3dm12 go to "Long Jump Canyon" (where the small platform teleporter for the BFG is) place yourself at the point where the railgun spawns, look in the direction where the red suspended armor is. Now shoot at the sloped wall on the out/leftside of the door you see. (the sloped wall should be nearly in the center of your screen now). If you choose the correct brush face and shoot up and down at this brush face, the impact marks sometimes aren't visible. There are hundreds of custom maps where this can happen! -------------------------------------------------------------------------------- Solution: I replaced the function "SnapVectorTowards" with the one from "Wolfenstein - Enemy Territory (GPL Source Code)" ******************************************************************************** BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun. Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not restricted to that. All weapons except those two were handled correct. -------------------------------------------------------------------------------- Solution: Make Gauntlet and Lightning gun not firing for someone who cheats with "NOCLIP" (like all other weapons). ******************************************************************************** NOTE: A few bugfixes are not mine and are reported here: http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179. Thanks to Quake3world, for all those years and the good guys there! ******************************************************************************** BUG: During making a mod I found a very strange bug, which mainly occurs if someone tries to implement a lot of singleplayer monsters which should walk slowly (like the "Crash" bot). So if someone wants to make slow down bots or monsters when they are walking towards a goal and alter the function "BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and this is the default (also buggy) behavior they start running although they shouldn't (as seen with the "Crash" bot and will not be fixed here). -------------------------------------------------------------------------------- Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J. Hoffman. ******************************************************************************** BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense. -------------------------------------------------------------------------------- Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)) should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)). ******************************************************************************** BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong: "(bs->enemy != redobelisk.entitynum || bs->enemy != blueobelisk.entitynum)" -------------------------------------------------------------------------------- Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is correct. ******************************************************************************** BUG: in gamemode GT_OBELISK there are too many node switches for bots (test: mpq3tourney6 with many bots). If that happens, game becomes unplayable. I don't know if this is the best solution but here it is: -------------------------------------------------------------------------------- Solution: In function "AINode_Battle_Fight" right after: if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) { I added this: #ifdef MISSIONPACK if (bs->enemy == redobelisk.entitynum || bs->enemy == blueobelisk.entitynum) { AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight"); return qfalse; } #endif ******************************************************************************** BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop shooting at you, although you are on their team now. It seems that the configstrings are f***** up or not reliable in this case! -------------------------------------------------------------------------------- Solution: In function "BotTeam" and "BotSameTeam" get the real team values. ******************************************************************************** BUG: Some of the bots voice commands are wrong. They are commanded to attack the enemy base but they say "Okay, I will defend!" -------------------------------------------------------------------------------- Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and "Bot1FCTFOrders_EnemyDroppedFlag" ******************************************************************************** BUG: Spectators couldn't fly through doors if they are very close to each other. You can test it with some regular id maps (q3dm14, q3dm12) but there are also many custom maps where this can happen! This is annoying because in the worst case you can't move at all and are caught inside a door. -------------------------------------------------------------------------------- Solution: There is a solution in a mod called "Hunt" by J. Hoffman. Bugfix is included in this patch! ******************************************************************************** BUG: During making a mod I found it very hard to implement some of my ideas (something like "Limbo" or "Meeting") because of the way the player spawn effect, intermission and spawning on victory pads is handled. I reworked it a bit and simplified it so that the effect is handled when a client respawns (as the name says) and not when a client begins. I think this will help more mod makers everytime they want to make changes to spawning of players, bots on victory pads or monsters... and want to avoid spectators with Machineguns which can kill and score... :() NOTE: I also renamed the poorly named function "respawn" to "ClientRespawn". If someone searches the code base for "respawn" it was really hard to find the correct place for what was meant. "respawn" is used so often, that you really get headache ... now with "ClientRespawn" it's easier! IMPORTANT: The whole respawning, moving to intermission point and everything related to that is now done in a more reliable way without changing the default behavior. (How critical the whole spwaning mess was did you see by yourself (ioquake3 rev. 2076). With this patch it's safer. Trust me, I spent hours of fixing silly problems... -------------------------------------------------------------------------------- Solution: Simplified "ClientBegin" and moved the teleport event to "ClientSpawn". ******************************************************************************** BUG: If a player is dying or hurted under water the hurt/dying sounds AND the drowning sounds are played together. This is silly. Moreover it's no good idea to let the server play client sounds! There was a solution in a mod called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem. -------------------------------------------------------------------------------- Solution: Created a "CG_WaterLevel" function to play the appropriate sounds. ******************************************************************************** ################################################################################
2011-08-01 11:39:33 +00:00
m = fabs(f);
if (fabs(r) > m) {
m = fabs(r);
}
if (fabs(u) > m) {
m = fabs(u);
}
if (m > 0) {
f *= bi->speed / m;
r *= bi->speed / m;
u *= bi->speed / m;
}
ucmd->forwardmove = f;
ucmd->rightmove = r;
ucmd->upmove = u;
if (bi->actionflags & ACTION_MOVEFORWARD) ucmd->forwardmove = 127;
if (bi->actionflags & ACTION_MOVEBACK) ucmd->forwardmove = -127;
if (bi->actionflags & ACTION_MOVELEFT) ucmd->rightmove = -127;
if (bi->actionflags & ACTION_MOVERIGHT) ucmd->rightmove = 127;
2005-08-26 17:39:27 +00:00
//jump/moveup
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144) ################################################################################ This Patch fixes: ################################################################################ - The "fraglimit warning" was not played at all, if on the blue team. - The "where" console command was broken. - Obelisk explosion wasn't drawn if no Rocketlauncher was loaded. - Impact marks sometimes didn't draw at all. - IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet. - If two doors are close to each other a spectator couldn't fly through them. - More robust, efficient and logical respawning routine. NOTE: The game.qvm will get notable smaller and will use LESS MEMORY! - Drowning sounds are fixed. Now they are played as intended. (as the id comment in the source code shows). - Some AI bugs (OVERFLOW!) in the bot movement code. - Several "Team Arena" Overload and Harvester bugs. - Stops bots from attacking a team mate (player) who only changed teams. - Some voice chats and CTF commands fixed. - "Team_ReturnFlag" was called twice, which did wired things sometimes. NOTE: (G_RunItem checks CONTENTS_NODROP already!) - A bugfix for Gauntlet animation. - Incorrect CTF scoring. - A bunch of corrected comments and print lines ("\n"). - Some regularity of expression and some small trivial bugs. ################################################################################ Details: ################################################################################ ******************************************************************************** BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining the blue team! -------------------------------------------------------------------------------- Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore should be cgs.scores2. ******************************************************************************** BUG: the "where" console command doesn't work as expected (it's always 0 0 0) but not in id Quake 3 Arena. It seems that now Ioquake3 is affected! -------------------------------------------------------------------------------- Solution: In Function "Cmd_Where_f" ent->s.origin should be ent->r.currentOrigin. ******************************************************************************** BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no Rocketlauncher loaded. (The "maps without Rocketlauncher" bug) -------------------------------------------------------------------------------- Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered if gamemode is GT_OBELISK. ******************************************************************************** BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you don't play (io)Quake3 every day and know the places where it happens! ;) But anyway... Test: start q3dm12 go to "Long Jump Canyon" (where the small platform teleporter for the BFG is) place yourself at the point where the railgun spawns, look in the direction where the red suspended armor is. Now shoot at the sloped wall on the out/leftside of the door you see. (the sloped wall should be nearly in the center of your screen now). If you choose the correct brush face and shoot up and down at this brush face, the impact marks sometimes aren't visible. There are hundreds of custom maps where this can happen! -------------------------------------------------------------------------------- Solution: I replaced the function "SnapVectorTowards" with the one from "Wolfenstein - Enemy Territory (GPL Source Code)" ******************************************************************************** BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun. Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not restricted to that. All weapons except those two were handled correct. -------------------------------------------------------------------------------- Solution: Make Gauntlet and Lightning gun not firing for someone who cheats with "NOCLIP" (like all other weapons). ******************************************************************************** NOTE: A few bugfixes are not mine and are reported here: http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179. Thanks to Quake3world, for all those years and the good guys there! ******************************************************************************** BUG: During making a mod I found a very strange bug, which mainly occurs if someone tries to implement a lot of singleplayer monsters which should walk slowly (like the "Crash" bot). So if someone wants to make slow down bots or monsters when they are walking towards a goal and alter the function "BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and this is the default (also buggy) behavior they start running although they shouldn't (as seen with the "Crash" bot and will not be fixed here). -------------------------------------------------------------------------------- Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J. Hoffman. ******************************************************************************** BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense. -------------------------------------------------------------------------------- Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)) should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)). ******************************************************************************** BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong: "(bs->enemy != redobelisk.entitynum || bs->enemy != blueobelisk.entitynum)" -------------------------------------------------------------------------------- Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is correct. ******************************************************************************** BUG: in gamemode GT_OBELISK there are too many node switches for bots (test: mpq3tourney6 with many bots). If that happens, game becomes unplayable. I don't know if this is the best solution but here it is: -------------------------------------------------------------------------------- Solution: In function "AINode_Battle_Fight" right after: if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) { I added this: #ifdef MISSIONPACK if (bs->enemy == redobelisk.entitynum || bs->enemy == blueobelisk.entitynum) { AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight"); return qfalse; } #endif ******************************************************************************** BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop shooting at you, although you are on their team now. It seems that the configstrings are f***** up or not reliable in this case! -------------------------------------------------------------------------------- Solution: In function "BotTeam" and "BotSameTeam" get the real team values. ******************************************************************************** BUG: Some of the bots voice commands are wrong. They are commanded to attack the enemy base but they say "Okay, I will defend!" -------------------------------------------------------------------------------- Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and "Bot1FCTFOrders_EnemyDroppedFlag" ******************************************************************************** BUG: Spectators couldn't fly through doors if they are very close to each other. You can test it with some regular id maps (q3dm14, q3dm12) but there are also many custom maps where this can happen! This is annoying because in the worst case you can't move at all and are caught inside a door. -------------------------------------------------------------------------------- Solution: There is a solution in a mod called "Hunt" by J. Hoffman. Bugfix is included in this patch! ******************************************************************************** BUG: During making a mod I found it very hard to implement some of my ideas (something like "Limbo" or "Meeting") because of the way the player spawn effect, intermission and spawning on victory pads is handled. I reworked it a bit and simplified it so that the effect is handled when a client respawns (as the name says) and not when a client begins. I think this will help more mod makers everytime they want to make changes to spawning of players, bots on victory pads or monsters... and want to avoid spectators with Machineguns which can kill and score... :() NOTE: I also renamed the poorly named function "respawn" to "ClientRespawn". If someone searches the code base for "respawn" it was really hard to find the correct place for what was meant. "respawn" is used so often, that you really get headache ... now with "ClientRespawn" it's easier! IMPORTANT: The whole respawning, moving to intermission point and everything related to that is now done in a more reliable way without changing the default behavior. (How critical the whole spwaning mess was did you see by yourself (ioquake3 rev. 2076). With this patch it's safer. Trust me, I spent hours of fixing silly problems... -------------------------------------------------------------------------------- Solution: Simplified "ClientBegin" and moved the teleport event to "ClientSpawn". ******************************************************************************** BUG: If a player is dying or hurted under water the hurt/dying sounds AND the drowning sounds are played together. This is silly. Moreover it's no good idea to let the server play client sounds! There was a solution in a mod called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem. -------------------------------------------------------------------------------- Solution: Created a "CG_WaterLevel" function to play the appropriate sounds. ******************************************************************************** ################################################################################
2011-08-01 11:39:33 +00:00
if (bi->actionflags & ACTION_JUMP) ucmd->upmove = 127;
2005-08-26 17:39:27 +00:00
//crouch/movedown
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144) ################################################################################ This Patch fixes: ################################################################################ - The "fraglimit warning" was not played at all, if on the blue team. - The "where" console command was broken. - Obelisk explosion wasn't drawn if no Rocketlauncher was loaded. - Impact marks sometimes didn't draw at all. - IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet. - If two doors are close to each other a spectator couldn't fly through them. - More robust, efficient and logical respawning routine. NOTE: The game.qvm will get notable smaller and will use LESS MEMORY! - Drowning sounds are fixed. Now they are played as intended. (as the id comment in the source code shows). - Some AI bugs (OVERFLOW!) in the bot movement code. - Several "Team Arena" Overload and Harvester bugs. - Stops bots from attacking a team mate (player) who only changed teams. - Some voice chats and CTF commands fixed. - "Team_ReturnFlag" was called twice, which did wired things sometimes. NOTE: (G_RunItem checks CONTENTS_NODROP already!) - A bugfix for Gauntlet animation. - Incorrect CTF scoring. - A bunch of corrected comments and print lines ("\n"). - Some regularity of expression and some small trivial bugs. ################################################################################ Details: ################################################################################ ******************************************************************************** BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining the blue team! -------------------------------------------------------------------------------- Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore should be cgs.scores2. ******************************************************************************** BUG: the "where" console command doesn't work as expected (it's always 0 0 0) but not in id Quake 3 Arena. It seems that now Ioquake3 is affected! -------------------------------------------------------------------------------- Solution: In Function "Cmd_Where_f" ent->s.origin should be ent->r.currentOrigin. ******************************************************************************** BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no Rocketlauncher loaded. (The "maps without Rocketlauncher" bug) -------------------------------------------------------------------------------- Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered if gamemode is GT_OBELISK. ******************************************************************************** BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you don't play (io)Quake3 every day and know the places where it happens! ;) But anyway... Test: start q3dm12 go to "Long Jump Canyon" (where the small platform teleporter for the BFG is) place yourself at the point where the railgun spawns, look in the direction where the red suspended armor is. Now shoot at the sloped wall on the out/leftside of the door you see. (the sloped wall should be nearly in the center of your screen now). If you choose the correct brush face and shoot up and down at this brush face, the impact marks sometimes aren't visible. There are hundreds of custom maps where this can happen! -------------------------------------------------------------------------------- Solution: I replaced the function "SnapVectorTowards" with the one from "Wolfenstein - Enemy Territory (GPL Source Code)" ******************************************************************************** BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun. Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not restricted to that. All weapons except those two were handled correct. -------------------------------------------------------------------------------- Solution: Make Gauntlet and Lightning gun not firing for someone who cheats with "NOCLIP" (like all other weapons). ******************************************************************************** NOTE: A few bugfixes are not mine and are reported here: http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179. Thanks to Quake3world, for all those years and the good guys there! ******************************************************************************** BUG: During making a mod I found a very strange bug, which mainly occurs if someone tries to implement a lot of singleplayer monsters which should walk slowly (like the "Crash" bot). So if someone wants to make slow down bots or monsters when they are walking towards a goal and alter the function "BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and this is the default (also buggy) behavior they start running although they shouldn't (as seen with the "Crash" bot and will not be fixed here). -------------------------------------------------------------------------------- Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J. Hoffman. ******************************************************************************** BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense. -------------------------------------------------------------------------------- Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)) should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)). ******************************************************************************** BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong: "(bs->enemy != redobelisk.entitynum || bs->enemy != blueobelisk.entitynum)" -------------------------------------------------------------------------------- Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is correct. ******************************************************************************** BUG: in gamemode GT_OBELISK there are too many node switches for bots (test: mpq3tourney6 with many bots). If that happens, game becomes unplayable. I don't know if this is the best solution but here it is: -------------------------------------------------------------------------------- Solution: In function "AINode_Battle_Fight" right after: if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) { I added this: #ifdef MISSIONPACK if (bs->enemy == redobelisk.entitynum || bs->enemy == blueobelisk.entitynum) { AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight"); return qfalse; } #endif ******************************************************************************** BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop shooting at you, although you are on their team now. It seems that the configstrings are f***** up or not reliable in this case! -------------------------------------------------------------------------------- Solution: In function "BotTeam" and "BotSameTeam" get the real team values. ******************************************************************************** BUG: Some of the bots voice commands are wrong. They are commanded to attack the enemy base but they say "Okay, I will defend!" -------------------------------------------------------------------------------- Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and "Bot1FCTFOrders_EnemyDroppedFlag" ******************************************************************************** BUG: Spectators couldn't fly through doors if they are very close to each other. You can test it with some regular id maps (q3dm14, q3dm12) but there are also many custom maps where this can happen! This is annoying because in the worst case you can't move at all and are caught inside a door. -------------------------------------------------------------------------------- Solution: There is a solution in a mod called "Hunt" by J. Hoffman. Bugfix is included in this patch! ******************************************************************************** BUG: During making a mod I found it very hard to implement some of my ideas (something like "Limbo" or "Meeting") because of the way the player spawn effect, intermission and spawning on victory pads is handled. I reworked it a bit and simplified it so that the effect is handled when a client respawns (as the name says) and not when a client begins. I think this will help more mod makers everytime they want to make changes to spawning of players, bots on victory pads or monsters... and want to avoid spectators with Machineguns which can kill and score... :() NOTE: I also renamed the poorly named function "respawn" to "ClientRespawn". If someone searches the code base for "respawn" it was really hard to find the correct place for what was meant. "respawn" is used so often, that you really get headache ... now with "ClientRespawn" it's easier! IMPORTANT: The whole respawning, moving to intermission point and everything related to that is now done in a more reliable way without changing the default behavior. (How critical the whole spwaning mess was did you see by yourself (ioquake3 rev. 2076). With this patch it's safer. Trust me, I spent hours of fixing silly problems... -------------------------------------------------------------------------------- Solution: Simplified "ClientBegin" and moved the teleport event to "ClientSpawn". ******************************************************************************** BUG: If a player is dying or hurted under water the hurt/dying sounds AND the drowning sounds are played together. This is silly. Moreover it's no good idea to let the server play client sounds! There was a solution in a mod called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem. -------------------------------------------------------------------------------- Solution: Created a "CG_WaterLevel" function to play the appropriate sounds. ******************************************************************************** ################################################################################
2011-08-01 11:39:33 +00:00
if (bi->actionflags & ACTION_CROUCH) ucmd->upmove = -127;
2005-08-26 17:39:27 +00:00
}
/*
==============
BotUpdateInput
==============
*/
void BotUpdateInput(bot_state_t *bs, int time, int elapsed_time) {
bot_input_t bi;
int j;
//add the delta angles to the bot's current view angles
for (j = 0; j < 3; j++) {
bs->viewangles[j] = AngleMod(bs->viewangles[j] + SHORT2ANGLE(bs->cur_ps.delta_angles[j]));
}
//change the bot view angles
BotChangeViewAngles(bs, (float) elapsed_time / 1000);
//retrieve the bot input
trap_EA_GetInput(bs->client, (float) time / 1000, &bi);
//respawn hack
if (bi.actionflags & ACTION_RESPAWN) {
if (bs->lastucmd.buttons & BUTTON_ATTACK) bi.actionflags &= ~(ACTION_RESPAWN|ACTION_ATTACK);
}
//convert the bot input to a usercmd
BotInputToUserCommand(&bi, &bs->lastucmd, bs->cur_ps.delta_angles, time);
//subtract the delta angles
for (j = 0; j < 3; j++) {
bs->viewangles[j] = AngleMod(bs->viewangles[j] - SHORT2ANGLE(bs->cur_ps.delta_angles[j]));
}
}
/*
==============
BotAIRegularUpdate
==============
*/
void BotAIRegularUpdate(void) {
if (regularupdate_time < FloatTime()) {
trap_BotUpdateEntityItems();
regularupdate_time = FloatTime() + 0.3;
}
}
/*
==============
RemoveColorEscapeSequences
==============
*/
void RemoveColorEscapeSequences( char *text ) {
int i, l;
l = 0;
for ( i = 0; text[i]; i++ ) {
if (Q_IsColorString(&text[i])) {
i++;
continue;
}
if (text[i] > 0x7E)
continue;
text[l++] = text[i];
}
text[l] = '\0';
}
/*
==============
BotAI
==============
*/
int BotAI(int client, float thinktime) {
bot_state_t *bs;
char buf[1024], *args;
int j;
trap_EA_ResetInput(client);
//
bs = botstates[client];
if (!bs || !bs->inuse) {
BotAI_Print(PRT_FATAL, "BotAI: client %d is not setup\n", client);
return qfalse;
}
//retrieve the current client state
BotAI_GetClientState( client, &bs->cur_ps );
//retrieve any waiting server commands
while( trap_BotGetServerCommand(client, buf, sizeof(buf)) ) {
//have buf point to the command and args to the command arguments
args = strchr( buf, ' ');
if (!args) continue;
*args++ = '\0';
//remove color espace sequences from the arguments
RemoveColorEscapeSequences( args );
if (!Q_stricmp(buf, "cp "))
{ /*CenterPrintf*/ }
else if (!Q_stricmp(buf, "cs"))
{ /*ConfigStringModified*/ }
else if (!Q_stricmp(buf, "print")) {
//remove first and last quote from the chat message
memmove(args, args+1, strlen(args));
args[strlen(args)-1] = '\0';
trap_BotQueueConsoleMessage(bs->cs, CMS_NORMAL, args);
}
else if (!Q_stricmp(buf, "chat")) {
//remove first and last quote from the chat message
memmove(args, args+1, strlen(args));
args[strlen(args)-1] = '\0';
trap_BotQueueConsoleMessage(bs->cs, CMS_CHAT, args);
}
else if (!Q_stricmp(buf, "tchat")) {
//remove first and last quote from the chat message
memmove(args, args+1, strlen(args));
args[strlen(args)-1] = '\0';
trap_BotQueueConsoleMessage(bs->cs, CMS_CHAT, args);
}
#ifdef MISSIONPACK
else if (!Q_stricmp(buf, "vchat")) {
BotVoiceChatCommand(bs, SAY_ALL, args);
}
else if (!Q_stricmp(buf, "vtchat")) {
BotVoiceChatCommand(bs, SAY_TEAM, args);
}
else if (!Q_stricmp(buf, "vtell")) {
BotVoiceChatCommand(bs, SAY_TELL, args);
}
#endif
else if (!Q_stricmp(buf, "scores"))
{ /*FIXME: parse scores?*/ }
else if (!Q_stricmp(buf, "clientLevelShot"))
{ /*ignore*/ }
}
//add the delta angles to the bot's current view angles
for (j = 0; j < 3; j++) {
bs->viewangles[j] = AngleMod(bs->viewangles[j] + SHORT2ANGLE(bs->cur_ps.delta_angles[j]));
}
//increase the local time of the bot
bs->ltime += thinktime;
//
bs->thinktime = thinktime;
//origin of the bot
VectorCopy(bs->cur_ps.origin, bs->origin);
//eye coordinates of the bot
VectorCopy(bs->cur_ps.origin, bs->eye);
bs->eye[2] += bs->cur_ps.viewheight;
//get the area the bot is in
bs->areanum = BotPointAreaNum(bs->origin);
//the real AI
BotDeathmatchAI(bs, thinktime);
//set the weapon selection every AI frame
trap_EA_SelectWeapon(bs->client, bs->weaponnum);
//subtract the delta angles
for (j = 0; j < 3; j++) {
bs->viewangles[j] = AngleMod(bs->viewangles[j] - SHORT2ANGLE(bs->cur_ps.delta_angles[j]));
}
//everything was ok
return qtrue;
}
/*
==================
BotScheduleBotThink
==================
*/
void BotScheduleBotThink(void) {
int i, botnum;
botnum = 0;
for( i = 0; i < MAX_CLIENTS; i++ ) {
if( !botstates[i] || !botstates[i]->inuse ) {
continue;
}
//initialize the bot think residual time
botstates[i]->botthink_residual = bot_thinktime.integer * botnum / numbots;
botnum++;
}
}
/*
==============
BotWriteSessionData
==============
*/
void BotWriteSessionData(bot_state_t *bs) {
const char *s;
const char *var;
s = va(
"%i %i %i %i %i %i %i %i"
" %f %f %f"
" %f %f %f"
" %f %f %f"
" %f",
2005-08-26 17:39:27 +00:00
bs->lastgoal_decisionmaker,
bs->lastgoal_ltgtype,
bs->lastgoal_teammate,
bs->lastgoal_teamgoal.areanum,
bs->lastgoal_teamgoal.entitynum,
bs->lastgoal_teamgoal.flags,
bs->lastgoal_teamgoal.iteminfo,
bs->lastgoal_teamgoal.number,
bs->lastgoal_teamgoal.origin[0],
bs->lastgoal_teamgoal.origin[1],
bs->lastgoal_teamgoal.origin[2],
bs->lastgoal_teamgoal.mins[0],
bs->lastgoal_teamgoal.mins[1],
bs->lastgoal_teamgoal.mins[2],
bs->lastgoal_teamgoal.maxs[0],
bs->lastgoal_teamgoal.maxs[1],
bs->lastgoal_teamgoal.maxs[2],
bs->formation_dist
2005-08-26 17:39:27 +00:00
);
var = va( "botsession%i", bs->client );
trap_Cvar_Set( var, s );
}
/*
==============
BotReadSessionData
==============
*/
void BotReadSessionData(bot_state_t *bs) {
char s[MAX_STRING_CHARS];
const char *var;
var = va( "botsession%i", bs->client );
trap_Cvar_VariableStringBuffer( var, s, sizeof(s) );
sscanf(s,
"%i %i %i %i %i %i %i %i"
" %f %f %f"
" %f %f %f"
" %f %f %f"
" %f",
2005-08-26 17:39:27 +00:00
&bs->lastgoal_decisionmaker,
&bs->lastgoal_ltgtype,
&bs->lastgoal_teammate,
&bs->lastgoal_teamgoal.areanum,
&bs->lastgoal_teamgoal.entitynum,
&bs->lastgoal_teamgoal.flags,
&bs->lastgoal_teamgoal.iteminfo,
&bs->lastgoal_teamgoal.number,
&bs->lastgoal_teamgoal.origin[0],
&bs->lastgoal_teamgoal.origin[1],
&bs->lastgoal_teamgoal.origin[2],
&bs->lastgoal_teamgoal.mins[0],
&bs->lastgoal_teamgoal.mins[1],
&bs->lastgoal_teamgoal.mins[2],
&bs->lastgoal_teamgoal.maxs[0],
&bs->lastgoal_teamgoal.maxs[1],
&bs->lastgoal_teamgoal.maxs[2],
&bs->formation_dist
2005-08-26 17:39:27 +00:00
);
}
/*
==============
BotAISetupClient
==============
*/
int BotAISetupClient(int client, struct bot_settings_s *settings, qboolean restart) {
char filename[MAX_PATH], name[MAX_PATH], gender[MAX_PATH];
bot_state_t *bs;
int errnum;
if (!botstates[client]) botstates[client] = G_Alloc(sizeof(bot_state_t));
bs = botstates[client];
2014-09-01 10:09:11 +00:00
if (!bs) {
return qfalse;
}
2005-08-26 17:39:27 +00:00
if (bs && bs->inuse) {
BotAI_Print(PRT_FATAL, "BotAISetupClient: client %d already setup\n", client);
return qfalse;
}
if (!trap_AAS_Initialized()) {
BotAI_Print(PRT_FATAL, "AAS not initialized\n");
return qfalse;
}
//load the bot character
bs->character = trap_BotLoadCharacter(settings->characterfile, settings->skill);
if (!bs->character) {
BotAI_Print(PRT_FATAL, "couldn't load skill %f from %s\n", settings->skill, settings->characterfile);
return qfalse;
}
//copy the settings
memcpy(&bs->settings, settings, sizeof(bot_settings_t));
//allocate a goal state
bs->gs = trap_BotAllocGoalState(client);
//load the item weights
trap_Characteristic_String(bs->character, CHARACTERISTIC_ITEMWEIGHTS, filename, MAX_PATH);
errnum = trap_BotLoadItemWeights(bs->gs, filename);
if (errnum != BLERR_NOERROR) {
trap_BotFreeGoalState(bs->gs);
return qfalse;
}
//allocate a weapon state
bs->ws = trap_BotAllocWeaponState();
//load the weapon weights
trap_Characteristic_String(bs->character, CHARACTERISTIC_WEAPONWEIGHTS, filename, MAX_PATH);
errnum = trap_BotLoadWeaponWeights(bs->ws, filename);
if (errnum != BLERR_NOERROR) {
trap_BotFreeGoalState(bs->gs);
trap_BotFreeWeaponState(bs->ws);
return qfalse;
}
//allocate a chat state
bs->cs = trap_BotAllocChatState();
//load the chat file
trap_Characteristic_String(bs->character, CHARACTERISTIC_CHAT_FILE, filename, MAX_PATH);
trap_Characteristic_String(bs->character, CHARACTERISTIC_CHAT_NAME, name, MAX_PATH);
errnum = trap_BotLoadChatFile(bs->cs, filename, name);
if (errnum != BLERR_NOERROR) {
trap_BotFreeChatState(bs->cs);
trap_BotFreeGoalState(bs->gs);
trap_BotFreeWeaponState(bs->ws);
return qfalse;
}
//get the gender characteristic
trap_Characteristic_String(bs->character, CHARACTERISTIC_GENDER, gender, MAX_PATH);
//set the chat gender
if (*gender == 'f' || *gender == 'F') trap_BotSetChatGender(bs->cs, CHAT_GENDERFEMALE);
else if (*gender == 'm' || *gender == 'M') trap_BotSetChatGender(bs->cs, CHAT_GENDERMALE);
else trap_BotSetChatGender(bs->cs, CHAT_GENDERLESS);
bs->inuse = qtrue;
bs->client = client;
bs->entitynum = client;
bs->setupcount = 4;
bs->entergame_time = FloatTime();
bs->ms = trap_BotAllocMoveState();
bs->walker = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_WALKER, 0, 1);
numbots++;
if (trap_Cvar_VariableIntegerValue("bot_testichat")) {
trap_BotLibVarSet("bot_testichat", "1");
BotChatTest(bs);
}
//NOTE: reschedule the bot thinking
BotScheduleBotThink();
//if interbreeding start with a mutation
if (bot_interbreed) {
trap_BotMutateGoalFuzzyLogic(bs->gs, 1);
}
// if we kept the bot client
if (restart) {
BotReadSessionData(bs);
}
//bot has been setup succesfully
return qtrue;
}
/*
==============
BotAIShutdownClient
==============
*/
int BotAIShutdownClient(int client, qboolean restart) {
bot_state_t *bs;
bs = botstates[client];
if (!bs || !bs->inuse) {
//BotAI_Print(PRT_ERROR, "BotAIShutdownClient: client %d already shutdown\n", client);
return qfalse;
}
if (restart) {
BotWriteSessionData(bs);
}
if (BotChat_ExitGame(bs)) {
trap_BotEnterChat(bs->cs, bs->client, CHAT_ALL);
}
trap_BotFreeMoveState(bs->ms);
2014-03-13 01:20:54 +00:00
//free the goal state
2005-08-26 17:39:27 +00:00
trap_BotFreeGoalState(bs->gs);
//free the chat file
trap_BotFreeChatState(bs->cs);
//free the weapon weights
trap_BotFreeWeaponState(bs->ws);
//free the bot character
trap_BotFreeCharacter(bs->character);
//
BotFreeWaypoints(bs->checkpoints);
BotFreeWaypoints(bs->patrolpoints);
//clear activate goal stack
BotClearActivateGoalStack(bs);
//clear the bot state
memset(bs, 0, sizeof(bot_state_t));
//set the inuse flag to qfalse
bs->inuse = qfalse;
//there's one bot less
numbots--;
//everything went ok
return qtrue;
}
/*
==============
BotResetState
called when a bot enters the intermission or observer mode and
when the level is changed
==============
*/
void BotResetState(bot_state_t *bs) {
int client, entitynum, inuse;
int movestate, goalstate, chatstate, weaponstate;
bot_settings_t settings;
int character;
playerState_t ps; //current player state
float entergame_time;
//save some things that should not be reset here
memcpy(&settings, &bs->settings, sizeof(bot_settings_t));
memcpy(&ps, &bs->cur_ps, sizeof(playerState_t));
inuse = bs->inuse;
client = bs->client;
entitynum = bs->entitynum;
character = bs->character;
movestate = bs->ms;
goalstate = bs->gs;
chatstate = bs->cs;
weaponstate = bs->ws;
entergame_time = bs->entergame_time;
//free checkpoints and patrol points
BotFreeWaypoints(bs->checkpoints);
BotFreeWaypoints(bs->patrolpoints);
//reset the whole state
memset(bs, 0, sizeof(bot_state_t));
//copy back some state stuff that should not be reset
bs->ms = movestate;
bs->gs = goalstate;
bs->cs = chatstate;
bs->ws = weaponstate;
memcpy(&bs->cur_ps, &ps, sizeof(playerState_t));
memcpy(&bs->settings, &settings, sizeof(bot_settings_t));
bs->inuse = inuse;
bs->client = client;
bs->entitynum = entitynum;
bs->character = character;
bs->entergame_time = entergame_time;
//reset several states
if (bs->ms) trap_BotResetMoveState(bs->ms);
if (bs->gs) trap_BotResetGoalState(bs->gs);
if (bs->ws) trap_BotResetWeaponState(bs->ws);
if (bs->gs) trap_BotResetAvoidGoals(bs->gs);
if (bs->ms) trap_BotResetAvoidReach(bs->ms);
}
/*
==============
BotAILoadMap
==============
*/
int BotAILoadMap( int restart ) {
int i;
vmCvar_t mapname;
if (!restart) {
trap_Cvar_Register( &mapname, "mapname", "", CVAR_SERVERINFO | CVAR_ROM );
trap_BotLibLoadMap( mapname.string );
}
for (i = 0; i < MAX_CLIENTS; i++) {
if (botstates[i] && botstates[i]->inuse) {
BotResetState( botstates[i] );
botstates[i]->setupcount = 4;
}
}
BotSetupDeathmatchAI();
return qtrue;
}
#ifdef MISSIONPACK
void ProximityMine_Trigger( gentity_t *trigger, gentity_t *other, trace_t *trace );
#endif
/*
==================
BotAIStartFrame
==================
*/
int BotAIStartFrame(int time) {
int i;
gentity_t *ent;
bot_entitystate_t state;
int elapsed_time, thinktime;
static int local_time;
static int botlib_residual;
static int lastbotthink_time;
G_CheckBotSpawn();
trap_Cvar_Update(&bot_rocketjump);
trap_Cvar_Update(&bot_grapple);
trap_Cvar_Update(&bot_fastchat);
trap_Cvar_Update(&bot_nochat);
trap_Cvar_Update(&bot_testrchat);
trap_Cvar_Update(&bot_thinktime);
trap_Cvar_Update(&bot_memorydump);
trap_Cvar_Update(&bot_saveroutingcache);
trap_Cvar_Update(&bot_pause);
trap_Cvar_Update(&bot_report);
if (bot_report.integer) {
// BotTeamplayReport();
// trap_Cvar_Set("bot_report", "0");
BotUpdateInfoConfigStrings();
}
if (bot_pause.integer) {
// execute bot user commands every frame
for( i = 0; i < MAX_CLIENTS; i++ ) {
if( !botstates[i] || !botstates[i]->inuse ) {
continue;
}
if( g_entities[i].client->pers.connected != CON_CONNECTED ) {
continue;
}
botstates[i]->lastucmd.forwardmove = 0;
botstates[i]->lastucmd.rightmove = 0;
botstates[i]->lastucmd.upmove = 0;
botstates[i]->lastucmd.buttons = 0;
botstates[i]->lastucmd.serverTime = time;
trap_BotUserCommand(botstates[i]->client, &botstates[i]->lastucmd);
}
return qtrue;
}
if (bot_memorydump.integer) {
trap_BotLibVarSet("memorydump", "1");
trap_Cvar_Set("bot_memorydump", "0");
}
if (bot_saveroutingcache.integer) {
trap_BotLibVarSet("saveroutingcache", "1");
trap_Cvar_Set("bot_saveroutingcache", "0");
}
//check if bot interbreeding is activated
BotInterbreeding();
//cap the bot think time
if (bot_thinktime.integer > 200) {
trap_Cvar_Set("bot_thinktime", "200");
}
//if the bot think time changed we should reschedule the bots
if (bot_thinktime.integer != lastbotthink_time) {
lastbotthink_time = bot_thinktime.integer;
BotScheduleBotThink();
}
elapsed_time = time - local_time;
local_time = time;
botlib_residual += elapsed_time;
if (elapsed_time > bot_thinktime.integer) thinktime = elapsed_time;
else thinktime = bot_thinktime.integer;
// update the bot library
if ( botlib_residual >= thinktime ) {
botlib_residual -= thinktime;
trap_BotLibStartFrame((float) time / 1000);
if (!trap_AAS_Initialized()) return qfalse;
//update entities in the botlib
for (i = 0; i < MAX_GENTITIES; i++) {
ent = &g_entities[i];
if (!ent->inuse) {
trap_BotLibUpdateEntity(i, NULL);
continue;
}
if (!ent->r.linked) {
trap_BotLibUpdateEntity(i, NULL);
continue;
}
if (ent->r.svFlags & SVF_NOCLIENT) {
trap_BotLibUpdateEntity(i, NULL);
continue;
}
// do not update missiles
if (ent->s.eType == ET_MISSILE && ent->s.weapon != WP_GRAPPLING_HOOK) {
trap_BotLibUpdateEntity(i, NULL);
continue;
}
// do not update event only entities
if (ent->s.eType > ET_EVENTS) {
trap_BotLibUpdateEntity(i, NULL);
continue;
}
#ifdef MISSIONPACK
// never link prox mine triggers
if (ent->r.contents == CONTENTS_TRIGGER) {
if (ent->touch == ProximityMine_Trigger) {
trap_BotLibUpdateEntity(i, NULL);
continue;
}
}
#endif
//
memset(&state, 0, sizeof(bot_entitystate_t));
//
VectorCopy(ent->r.currentOrigin, state.origin);
if (i < MAX_CLIENTS) {
VectorCopy(ent->s.apos.trBase, state.angles);
} else {
VectorCopy(ent->r.currentAngles, state.angles);
}
VectorCopy(ent->s.origin2, state.old_origin);
VectorCopy(ent->r.mins, state.mins);
VectorCopy(ent->r.maxs, state.maxs);
state.type = ent->s.eType;
state.flags = ent->s.eFlags;
if (ent->r.bmodel) state.solid = SOLID_BSP;
else state.solid = SOLID_BBOX;
state.groundent = ent->s.groundEntityNum;
state.modelindex = ent->s.modelindex;
state.modelindex2 = ent->s.modelindex2;
state.frame = ent->s.frame;
state.event = ent->s.event;
state.eventParm = ent->s.eventParm;
state.powerups = ent->s.powerups;
state.legsAnim = ent->s.legsAnim;
state.torsoAnim = ent->s.torsoAnim;
state.weapon = ent->s.weapon;
//
trap_BotLibUpdateEntity(i, &state);
}
BotAIRegularUpdate();
}
floattime = trap_AAS_Time();
// execute scheduled bot AI
for( i = 0; i < MAX_CLIENTS; i++ ) {
if( !botstates[i] || !botstates[i]->inuse ) {
continue;
}
//
botstates[i]->botthink_residual += elapsed_time;
//
if ( botstates[i]->botthink_residual >= thinktime ) {
botstates[i]->botthink_residual -= thinktime;
if (!trap_AAS_Initialized()) return qfalse;
if (g_entities[i].client->pers.connected == CON_CONNECTED) {
BotAI(i, (float) thinktime / 1000);
}
}
}
// execute bot user commands every frame
for( i = 0; i < MAX_CLIENTS; i++ ) {
if( !botstates[i] || !botstates[i]->inuse ) {
continue;
}
if( g_entities[i].client->pers.connected != CON_CONNECTED ) {
continue;
}
BotUpdateInput(botstates[i], time, elapsed_time);
trap_BotUserCommand(botstates[i]->client, &botstates[i]->lastucmd);
}
return qtrue;
}
/*
==============
BotInitLibrary
==============
*/
int BotInitLibrary(void) {
char buf[144];
//set the maxclients and maxentities library variables before calling BotSetupLibrary
trap_Cvar_VariableStringBuffer("sv_maxclients", buf, sizeof(buf));
if (!strlen(buf)) strcpy(buf, "8");
trap_BotLibVarSet("maxclients", buf);
Com_sprintf(buf, sizeof(buf), "%d", MAX_GENTITIES);
trap_BotLibVarSet("maxentities", buf);
//bsp checksum
trap_Cvar_VariableStringBuffer("sv_mapChecksum", buf, sizeof(buf));
if (strlen(buf)) trap_BotLibVarSet("sv_mapChecksum", buf);
//maximum number of aas links
trap_Cvar_VariableStringBuffer("max_aaslinks", buf, sizeof(buf));
if (strlen(buf)) trap_BotLibVarSet("max_aaslinks", buf);
//maximum number of items in a level
trap_Cvar_VariableStringBuffer("max_levelitems", buf, sizeof(buf));
if (strlen(buf)) trap_BotLibVarSet("max_levelitems", buf);
//game type
trap_Cvar_VariableStringBuffer("g_gametype", buf, sizeof(buf));
if (!strlen(buf)) strcpy(buf, "0");
trap_BotLibVarSet("g_gametype", buf);
//bot developer mode and log file
trap_BotLibVarSet("bot_developer", bot_developer.string);
trap_Cvar_VariableStringBuffer("logfile", buf, sizeof(buf));
2005-08-26 17:39:27 +00:00
trap_BotLibVarSet("log", buf);
//no chatting
trap_Cvar_VariableStringBuffer("bot_nochat", buf, sizeof(buf));
if (strlen(buf)) trap_BotLibVarSet("nochat", buf);
2005-08-26 17:39:27 +00:00
//visualize jump pads
trap_Cvar_VariableStringBuffer("bot_visualizejumppads", buf, sizeof(buf));
if (strlen(buf)) trap_BotLibVarSet("bot_visualizejumppads", buf);
//forced clustering calculations
trap_Cvar_VariableStringBuffer("bot_forceclustering", buf, sizeof(buf));
if (strlen(buf)) trap_BotLibVarSet("forceclustering", buf);
//forced reachability calculations
trap_Cvar_VariableStringBuffer("bot_forcereachability", buf, sizeof(buf));
if (strlen(buf)) trap_BotLibVarSet("forcereachability", buf);
//force writing of AAS to file
trap_Cvar_VariableStringBuffer("bot_forcewrite", buf, sizeof(buf));
if (strlen(buf)) trap_BotLibVarSet("forcewrite", buf);
//no AAS optimization
trap_Cvar_VariableStringBuffer("bot_aasoptimize", buf, sizeof(buf));
if (strlen(buf)) trap_BotLibVarSet("aasoptimize", buf);
//
trap_Cvar_VariableStringBuffer("bot_saveroutingcache", buf, sizeof(buf));
if (strlen(buf)) trap_BotLibVarSet("saveroutingcache", buf);
//reload instead of cache bot character files
trap_Cvar_VariableStringBuffer("bot_reloadcharacters", buf, sizeof(buf));
if (!strlen(buf)) strcpy(buf, "0");
trap_BotLibVarSet("bot_reloadcharacters", buf);
//base directory
trap_Cvar_VariableStringBuffer("fs_basepath", buf, sizeof(buf));
if (strlen(buf)) trap_BotLibVarSet("basedir", buf);
//game directory
trap_Cvar_VariableStringBuffer("fs_game", buf, sizeof(buf));
if (strlen(buf)) trap_BotLibVarSet("gamedir", buf);
//home directory
trap_Cvar_VariableStringBuffer("fs_homepath", buf, sizeof(buf));
if (strlen(buf)) trap_BotLibVarSet("homedir", buf);
2005-08-26 17:39:27 +00:00
//
#ifdef MISSIONPACK
trap_BotLibDefine("MISSIONPACK");
#endif
//setup the bot library
return trap_BotLibSetup();
}
/*
==============
BotAISetup
==============
*/
int BotAISetup( int restart ) {
int errnum;
trap_Cvar_Register(&bot_thinktime, "bot_thinktime", "100", CVAR_CHEAT);
trap_Cvar_Register(&bot_memorydump, "bot_memorydump", "0", CVAR_CHEAT);
trap_Cvar_Register(&bot_saveroutingcache, "bot_saveroutingcache", "0", CVAR_CHEAT);
trap_Cvar_Register(&bot_pause, "bot_pause", "0", CVAR_CHEAT);
trap_Cvar_Register(&bot_report, "bot_report", "0", CVAR_CHEAT);
trap_Cvar_Register(&bot_testsolid, "bot_testsolid", "0", CVAR_CHEAT);
trap_Cvar_Register(&bot_testclusters, "bot_testclusters", "0", CVAR_CHEAT);
trap_Cvar_Register(&bot_developer, "bot_developer", "0", CVAR_CHEAT);
trap_Cvar_Register(&bot_interbreedchar, "bot_interbreedchar", "", 0);
trap_Cvar_Register(&bot_interbreedbots, "bot_interbreedbots", "10", 0);
trap_Cvar_Register(&bot_interbreedcycle, "bot_interbreedcycle", "20", 0);
trap_Cvar_Register(&bot_interbreedwrite, "bot_interbreedwrite", "", 0);
//if the game is restarted for a tournament
if (restart) {
return qtrue;
}
//initialize the bot states
memset( botstates, 0, sizeof(botstates) );
errnum = BotInitLibrary();
if (errnum != BLERR_NOERROR) return qfalse;
return qtrue;
}
/*
==============
BotAIShutdown
==============
*/
int BotAIShutdown( int restart ) {
int i;
//if the game is restarted for a tournament
if ( restart ) {
//shutdown all the bots in the botlib
for (i = 0; i < MAX_CLIENTS; i++) {
if (botstates[i] && botstates[i]->inuse) {
BotAIShutdownClient(botstates[i]->client, restart);
}
}
//don't shutdown the bot library
}
else {
trap_BotLibShutdown();
}
return qtrue;
}