mirror of
https://github.com/ioquake/ioq3.git
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531 lines
18 KiB
C
531 lines
18 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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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
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===========================================================================
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*/
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/*****************************************************************************
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* name: be_ai_weap.c
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*
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* desc: weapon AI
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*
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* $Archive: /MissionPack/code/botlib/be_ai_weap.c $
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*
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*****************************************************************************/
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#include "../qcommon/q_shared.h"
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#include "l_libvar.h"
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#include "l_log.h"
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#include "l_memory.h"
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#include "l_utils.h"
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#include "l_script.h"
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#include "l_precomp.h"
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#include "l_struct.h"
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#include "aasfile.h"
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#include "botlib.h"
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#include "be_aas.h"
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#include "be_aas_funcs.h"
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#include "be_interface.h"
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#include "be_ai_weight.h" //fuzzy weights
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#include "be_ai_weap.h"
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//#define DEBUG_AI_WEAP
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//structure field offsets
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#define WEAPON_OFS(x) (size_t)&(((weaponinfo_t *)0)->x)
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#define PROJECTILE_OFS(x) (size_t)&(((projectileinfo_t *)0)->x)
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//weapon definition
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static fielddef_t weaponinfo_fields[] =
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{
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{"number", WEAPON_OFS(number), FT_INT}, //weapon number
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{"name", WEAPON_OFS(name), FT_STRING}, //name of the weapon
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{"level", WEAPON_OFS(level), FT_INT},
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{"model", WEAPON_OFS(model), FT_STRING}, //model of the weapon
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{"weaponindex", WEAPON_OFS(weaponindex), FT_INT}, //index of weapon in inventory
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{"flags", WEAPON_OFS(flags), FT_INT}, //special flags
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{"projectile", WEAPON_OFS(projectile), FT_STRING}, //projectile used by the weapon
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{"numprojectiles", WEAPON_OFS(numprojectiles), FT_INT}, //number of projectiles
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{"hspread", WEAPON_OFS(hspread), FT_FLOAT}, //horizontal spread of projectiles (degrees from middle)
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{"vspread", WEAPON_OFS(vspread), FT_FLOAT}, //vertical spread of projectiles (degrees from middle)
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{"speed", WEAPON_OFS(speed), FT_FLOAT}, //speed of the projectile (0 = instant hit)
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{"acceleration", WEAPON_OFS(acceleration), FT_FLOAT}, //"acceleration" * time (in seconds) + "speed" = projectile speed
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{"recoil", WEAPON_OFS(recoil), FT_FLOAT|FT_ARRAY, 3}, //amount of recoil the player gets from the weapon
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{"offset", WEAPON_OFS(offset), FT_FLOAT|FT_ARRAY, 3}, //projectile start offset relative to eye and view angles
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{"angleoffset", WEAPON_OFS(angleoffset), FT_FLOAT|FT_ARRAY, 3},//offset of the shoot angles relative to the view angles
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{"extrazvelocity", WEAPON_OFS(extrazvelocity), FT_FLOAT},//extra z velocity the projectile gets
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{"ammoamount", WEAPON_OFS(ammoamount), FT_INT}, //ammo amount used per shot
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{"ammoindex", WEAPON_OFS(ammoindex), FT_INT}, //index of ammo in inventory
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{"activate", WEAPON_OFS(activate), FT_FLOAT}, //time it takes to select the weapon
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{"reload", WEAPON_OFS(reload), FT_FLOAT}, //time it takes to reload the weapon
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{"spinup", WEAPON_OFS(spinup), FT_FLOAT}, //time it takes before first shot
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{"spindown", WEAPON_OFS(spindown), FT_FLOAT}, //time it takes before weapon stops firing
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{NULL, 0, 0, 0}
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};
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//projectile definition
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static fielddef_t projectileinfo_fields[] =
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{
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{"name", PROJECTILE_OFS(name), FT_STRING}, //name of the projectile
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{"model", PROJECTILE_OFS(model), FT_STRING}, //model of the projectile
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{"flags", PROJECTILE_OFS(flags), FT_INT}, //special flags
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{"gravity", PROJECTILE_OFS(gravity), FT_FLOAT}, //amount of gravity applied to the projectile [0,1]
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{"damage", PROJECTILE_OFS(damage), FT_INT}, //damage of the projectile
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{"radius", PROJECTILE_OFS(radius), FT_FLOAT}, //radius of damage
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{"visdamage", PROJECTILE_OFS(visdamage), FT_INT}, //damage of the projectile to visible entities
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{"damagetype", PROJECTILE_OFS(damagetype), FT_INT}, //type of damage (combination of the DAMAGETYPE_? flags)
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{"healthinc", PROJECTILE_OFS(healthinc), FT_INT}, //health increase the owner gets
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{"push", PROJECTILE_OFS(push), FT_FLOAT}, //amount a player is pushed away from the projectile impact
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{"detonation", PROJECTILE_OFS(detonation), FT_FLOAT}, //time before projectile explodes after fire pressed
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{"bounce", PROJECTILE_OFS(bounce), FT_FLOAT}, //amount the projectile bounces
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{"bouncefric", PROJECTILE_OFS(bouncefric), FT_FLOAT}, //amount the bounce decreases per bounce
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{"bouncestop", PROJECTILE_OFS(bouncestop), FT_FLOAT}, //minimum bounce value before bouncing stops
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//recurive projectile definition??
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{NULL, 0, 0, 0}
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};
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static structdef_t weaponinfo_struct =
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{
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sizeof(weaponinfo_t), weaponinfo_fields
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};
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static structdef_t projectileinfo_struct =
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{
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sizeof(projectileinfo_t), projectileinfo_fields
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};
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//weapon configuration: set of weapons with projectiles
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typedef struct weaponconfig_s
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{
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int numweapons;
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int numprojectiles;
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projectileinfo_t *projectileinfo;
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weaponinfo_t *weaponinfo;
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} weaponconfig_t;
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//the bot weapon state
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typedef struct bot_weaponstate_s
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{
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struct weightconfig_s *weaponweightconfig; //weapon weight configuration
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int *weaponweightindex; //weapon weight index
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} bot_weaponstate_t;
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static bot_weaponstate_t *botweaponstates[MAX_CLIENTS+1];
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static weaponconfig_t *weaponconfig;
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//========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//========================================================================
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int BotValidWeaponNumber(int weaponnum)
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{
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if (weaponnum <= 0 || weaponnum > weaponconfig->numweapons)
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{
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botimport.Print(PRT_ERROR, "weapon number out of range\n");
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return qfalse;
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} //end if
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return qtrue;
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} //end of the function BotValidWeaponNumber
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//========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//========================================================================
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bot_weaponstate_t *BotWeaponStateFromHandle(int handle)
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{
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if (handle <= 0 || handle > MAX_CLIENTS)
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{
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botimport.Print(PRT_FATAL, "weapon state handle %d out of range\n", handle);
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return NULL;
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} //end if
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if (!botweaponstates[handle])
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{
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botimport.Print(PRT_FATAL, "invalid weapon state %d\n", handle);
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return NULL;
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} //end if
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return botweaponstates[handle];
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} //end of the function BotWeaponStateFromHandle
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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#ifdef DEBUG_AI_WEAP
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void DumpWeaponConfig(weaponconfig_t *wc)
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{
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FILE *fp;
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int i;
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fp = Log_FileStruct();
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if (!fp) return;
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for (i = 0; i < wc->numprojectiles; i++)
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{
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WriteStructure(fp, &projectileinfo_struct, (char *) &wc->projectileinfo[i]);
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Log_Flush();
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} //end for
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for (i = 0; i < wc->numweapons; i++)
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{
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WriteStructure(fp, &weaponinfo_struct, (char *) &wc->weaponinfo[i]);
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Log_Flush();
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} //end for
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} //end of the function DumpWeaponConfig
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#endif //DEBUG_AI_WEAP
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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weaponconfig_t *LoadWeaponConfig(char *filename)
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{
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int max_weaponinfo, max_projectileinfo;
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token_t token;
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char path[MAX_QPATH];
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int i, j;
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source_t *source;
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weaponconfig_t *wc;
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weaponinfo_t weaponinfo;
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max_weaponinfo = (int) LibVarValue("max_weaponinfo", "32");
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if (max_weaponinfo < 0)
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{
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botimport.Print(PRT_ERROR, "max_weaponinfo = %d\n", max_weaponinfo);
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max_weaponinfo = 32;
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LibVarSet("max_weaponinfo", "32");
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} //end if
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max_projectileinfo = (int) LibVarValue("max_projectileinfo", "32");
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if (max_projectileinfo < 0)
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{
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botimport.Print(PRT_ERROR, "max_projectileinfo = %d\n", max_projectileinfo);
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max_projectileinfo = 32;
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LibVarSet("max_projectileinfo", "32");
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} //end if
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Q_strncpyz(path, filename, sizeof(path));
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PC_SetBaseFolder(BOTFILESBASEFOLDER);
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source = LoadSourceFile(path);
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if (!source)
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{
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botimport.Print(PRT_ERROR, "counldn't load %s\n", path);
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return NULL;
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} //end if
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//initialize weapon config
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wc = (weaponconfig_t *) GetClearedHunkMemory(sizeof(weaponconfig_t) +
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max_weaponinfo * sizeof(weaponinfo_t) +
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max_projectileinfo * sizeof(projectileinfo_t));
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wc->weaponinfo = (weaponinfo_t *) ((char *) wc + sizeof(weaponconfig_t));
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wc->projectileinfo = (projectileinfo_t *) ((char *) wc->weaponinfo +
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max_weaponinfo * sizeof(weaponinfo_t));
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wc->numweapons = max_weaponinfo;
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wc->numprojectiles = 0;
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//parse the source file
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while(PC_ReadToken(source, &token))
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{
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if (!strcmp(token.string, "weaponinfo"))
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{
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Com_Memset(&weaponinfo, 0, sizeof(weaponinfo_t));
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if (!ReadStructure(source, &weaponinfo_struct, (char *) &weaponinfo))
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{
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FreeMemory(wc);
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FreeSource(source);
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return NULL;
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} //end if
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if (weaponinfo.number < 0 || weaponinfo.number >= max_weaponinfo)
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{
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botimport.Print(PRT_ERROR, "weapon info number %d out of range in %s\n", weaponinfo.number, path);
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FreeMemory(wc);
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FreeSource(source);
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return NULL;
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} //end if
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Com_Memcpy(&wc->weaponinfo[weaponinfo.number], &weaponinfo, sizeof(weaponinfo_t));
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wc->weaponinfo[weaponinfo.number].valid = qtrue;
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} //end if
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else if (!strcmp(token.string, "projectileinfo"))
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{
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if (wc->numprojectiles >= max_projectileinfo)
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{
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botimport.Print(PRT_ERROR, "more than %d projectiles defined in %s\n", max_projectileinfo, path);
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FreeMemory(wc);
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FreeSource(source);
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return NULL;
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} //end if
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Com_Memset(&wc->projectileinfo[wc->numprojectiles], 0, sizeof(projectileinfo_t));
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if (!ReadStructure(source, &projectileinfo_struct, (char *) &wc->projectileinfo[wc->numprojectiles]))
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{
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FreeMemory(wc);
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FreeSource(source);
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return NULL;
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} //end if
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wc->numprojectiles++;
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} //end if
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else
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{
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botimport.Print(PRT_ERROR, "unknown definition %s in %s\n", token.string, path);
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FreeMemory(wc);
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FreeSource(source);
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return NULL;
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} //end else
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} //end while
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FreeSource(source);
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//fix up weapons
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for (i = 0; i < wc->numweapons; i++)
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{
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if (!wc->weaponinfo[i].valid) continue;
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if (!wc->weaponinfo[i].name[0])
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{
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botimport.Print(PRT_ERROR, "weapon %d has no name in %s\n", i, path);
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FreeMemory(wc);
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return NULL;
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} //end if
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if (!wc->weaponinfo[i].projectile[0])
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{
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botimport.Print(PRT_ERROR, "weapon %s has no projectile in %s\n", wc->weaponinfo[i].name, path);
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FreeMemory(wc);
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return NULL;
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} //end if
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//find the projectile info and copy it to the weapon info
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for (j = 0; j < wc->numprojectiles; j++)
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{
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if (!strcmp(wc->projectileinfo[j].name, wc->weaponinfo[i].projectile))
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{
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Com_Memcpy(&wc->weaponinfo[i].proj, &wc->projectileinfo[j], sizeof(projectileinfo_t));
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break;
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} //end if
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} //end for
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if (j == wc->numprojectiles)
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{
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botimport.Print(PRT_ERROR, "weapon %s uses undefined projectile in %s\n", wc->weaponinfo[i].name, path);
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FreeMemory(wc);
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return NULL;
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} //end if
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} //end for
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if (!wc->numweapons) botimport.Print(PRT_WARNING, "no weapon info loaded\n");
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botimport.Print(PRT_MESSAGE, "loaded %s\n", path);
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return wc;
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} //end of the function LoadWeaponConfig
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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int *WeaponWeightIndex(weightconfig_t *wwc, weaponconfig_t *wc)
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{
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int *index, i;
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//initialize item weight index
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index = (int *) GetClearedMemory(sizeof(int) * wc->numweapons);
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for (i = 0; i < wc->numweapons; i++)
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{
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index[i] = FindFuzzyWeight(wwc, wc->weaponinfo[i].name);
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} //end for
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return index;
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} //end of the function WeaponWeightIndex
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void BotFreeWeaponWeights(int weaponstate)
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{
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bot_weaponstate_t *ws;
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ws = BotWeaponStateFromHandle(weaponstate);
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if (!ws) return;
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if (ws->weaponweightconfig) FreeWeightConfig(ws->weaponweightconfig);
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if (ws->weaponweightindex) FreeMemory(ws->weaponweightindex);
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} //end of the function BotFreeWeaponWeights
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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int BotLoadWeaponWeights(int weaponstate, char *filename)
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{
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bot_weaponstate_t *ws;
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ws = BotWeaponStateFromHandle(weaponstate);
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if (!ws) return BLERR_CANNOTLOADWEAPONWEIGHTS;
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BotFreeWeaponWeights(weaponstate);
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//
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ws->weaponweightconfig = ReadWeightConfig(filename);
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if (!ws->weaponweightconfig)
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{
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botimport.Print(PRT_FATAL, "couldn't load weapon config %s\n", filename);
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return BLERR_CANNOTLOADWEAPONWEIGHTS;
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} //end if
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if (!weaponconfig) return BLERR_CANNOTLOADWEAPONCONFIG;
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ws->weaponweightindex = WeaponWeightIndex(ws->weaponweightconfig, weaponconfig);
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return BLERR_NOERROR;
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} //end of the function BotLoadWeaponWeights
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void BotGetWeaponInfo(int weaponstate, int weapon, weaponinfo_t *weaponinfo)
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{
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bot_weaponstate_t *ws;
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if (!BotValidWeaponNumber(weapon)) return;
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ws = BotWeaponStateFromHandle(weaponstate);
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if (!ws) return;
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if (!weaponconfig) return;
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Com_Memcpy(weaponinfo, &weaponconfig->weaponinfo[weapon], sizeof(weaponinfo_t));
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} //end of the function BotGetWeaponInfo
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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int BotChooseBestFightWeapon(int weaponstate, int *inventory)
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{
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int i, index, bestweapon;
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float weight, bestweight;
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weaponconfig_t *wc;
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bot_weaponstate_t *ws;
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ws = BotWeaponStateFromHandle(weaponstate);
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if (!ws) return 0;
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wc = weaponconfig;
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if (!weaponconfig) return 0;
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//if the bot has no weapon weight configuration
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if (!ws->weaponweightconfig) return 0;
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bestweight = 0;
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bestweapon = 0;
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for (i = 0; i < wc->numweapons; i++)
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{
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if (!wc->weaponinfo[i].valid) continue;
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index = ws->weaponweightindex[i];
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if (index < 0) continue;
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weight = FuzzyWeight(inventory, ws->weaponweightconfig, index);
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if (weight > bestweight)
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{
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bestweight = weight;
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bestweapon = i;
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} //end if
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} //end for
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return bestweapon;
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} //end of the function BotChooseBestFightWeapon
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void BotResetWeaponState(int weaponstate)
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{
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} //end of the function BotResetWeaponState
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//========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//========================================================================
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int BotAllocWeaponState(void)
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{
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int i;
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for (i = 1; i <= MAX_CLIENTS; i++)
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{
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if (!botweaponstates[i])
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{
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botweaponstates[i] = GetClearedMemory(sizeof(bot_weaponstate_t));
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return i;
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} //end if
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} //end for
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return 0;
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} //end of the function BotAllocWeaponState
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//========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//========================================================================
|
|
void BotFreeWeaponState(int handle)
|
|
{
|
|
if (handle <= 0 || handle > MAX_CLIENTS)
|
|
{
|
|
botimport.Print(PRT_FATAL, "weapon state handle %d out of range\n", handle);
|
|
return;
|
|
} //end if
|
|
if (!botweaponstates[handle])
|
|
{
|
|
botimport.Print(PRT_FATAL, "invalid weapon state %d\n", handle);
|
|
return;
|
|
} //end if
|
|
BotFreeWeaponWeights(handle);
|
|
FreeMemory(botweaponstates[handle]);
|
|
botweaponstates[handle] = NULL;
|
|
} //end of the function BotFreeWeaponState
|
|
//===========================================================================
|
|
//
|
|
// Parameter: -
|
|
// Returns: -
|
|
// Changes Globals: -
|
|
//===========================================================================
|
|
int BotSetupWeaponAI(void)
|
|
{
|
|
char *file;
|
|
|
|
file = LibVarString("weaponconfig", "weapons.c");
|
|
weaponconfig = LoadWeaponConfig(file);
|
|
if (!weaponconfig)
|
|
{
|
|
botimport.Print(PRT_FATAL, "couldn't load the weapon config\n");
|
|
return BLERR_CANNOTLOADWEAPONCONFIG;
|
|
} //end if
|
|
|
|
#ifdef DEBUG_AI_WEAP
|
|
DumpWeaponConfig(weaponconfig);
|
|
#endif //DEBUG_AI_WEAP
|
|
//
|
|
return BLERR_NOERROR;
|
|
} //end of the function BotSetupWeaponAI
|
|
//===========================================================================
|
|
//
|
|
// Parameter: -
|
|
// Returns: -
|
|
// Changes Globals: -
|
|
//===========================================================================
|
|
void BotShutdownWeaponAI(void)
|
|
{
|
|
int i;
|
|
|
|
if (weaponconfig) FreeMemory(weaponconfig);
|
|
weaponconfig = NULL;
|
|
|
|
for (i = 1; i <= MAX_CLIENTS; i++)
|
|
{
|
|
if (botweaponstates[i])
|
|
{
|
|
BotFreeWeaponState(i);
|
|
} //end if
|
|
} //end for
|
|
} //end of the function BotShutdownWeaponAI
|
|
|