ioef/code/botlib/be_ai_weap.c

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/*
===========================================================================
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: be_ai_weap.c
*
* desc: weapon AI
*
* $Archive: /MissionPack/code/botlib/be_ai_weap.c $
*
*****************************************************************************/
#include "../qcommon/q_shared.h"
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#include "l_libvar.h"
#include "l_log.h"
#include "l_memory.h"
#include "l_utils.h"
#include "l_script.h"
#include "l_precomp.h"
#include "l_struct.h"
#include "aasfile.h"
#include "botlib.h"
#include "be_aas.h"
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#include "be_aas_funcs.h"
#include "be_interface.h"
#include "be_ai_weight.h" //fuzzy weights
#include "be_ai_weap.h"
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//#define DEBUG_AI_WEAP
//structure field offsets
#define WEAPON_OFS(x) (size_t)&(((weaponinfo_t *)0)->x)
#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[] =
{
{"number", WEAPON_OFS(number), FT_INT}, //weapon number
{"name", WEAPON_OFS(name), FT_STRING}, //name of the weapon
{"level", WEAPON_OFS(level), FT_INT},
{"model", WEAPON_OFS(model), FT_STRING}, //model of the weapon
{"weaponindex", WEAPON_OFS(weaponindex), FT_INT}, //index of weapon in inventory
{"flags", WEAPON_OFS(flags), FT_INT}, //special flags
{"projectile", WEAPON_OFS(projectile), FT_STRING}, //projectile used by the weapon
{"numprojectiles", WEAPON_OFS(numprojectiles), FT_INT}, //number of projectiles
{"hspread", WEAPON_OFS(hspread), FT_FLOAT}, //horizontal spread of projectiles (degrees from middle)
{"vspread", WEAPON_OFS(vspread), FT_FLOAT}, //vertical spread of projectiles (degrees from middle)
{"speed", WEAPON_OFS(speed), FT_FLOAT}, //speed of the projectile (0 = instant hit)
{"acceleration", WEAPON_OFS(acceleration), FT_FLOAT}, //"acceleration" * time (in seconds) + "speed" = projectile speed
{"recoil", WEAPON_OFS(recoil), FT_FLOAT|FT_ARRAY, 3}, //amount of recoil the player gets from the weapon
{"offset", WEAPON_OFS(offset), FT_FLOAT|FT_ARRAY, 3}, //projectile start offset relative to eye and view angles
{"angleoffset", WEAPON_OFS(angleoffset), FT_FLOAT|FT_ARRAY, 3},//offset of the shoot angles relative to the view angles
{"extrazvelocity", WEAPON_OFS(extrazvelocity), FT_FLOAT},//extra z velocity the projectile gets
{"ammoamount", WEAPON_OFS(ammoamount), FT_INT}, //ammo amount used per shot
{"ammoindex", WEAPON_OFS(ammoindex), FT_INT}, //index of ammo in inventory
{"activate", WEAPON_OFS(activate), FT_FLOAT}, //time it takes to select the weapon
{"reload", WEAPON_OFS(reload), FT_FLOAT}, //time it takes to reload the weapon
{"spinup", WEAPON_OFS(spinup), FT_FLOAT}, //time it takes before first shot
{"spindown", WEAPON_OFS(spindown), FT_FLOAT}, //time it takes before weapon stops firing
{NULL, 0, 0, 0}
};
//projectile definition
static fielddef_t projectileinfo_fields[] =
{
{"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
{"gravity", PROJECTILE_OFS(gravity), FT_FLOAT}, //amount of gravity applied to the projectile [0,1]
{"damage", PROJECTILE_OFS(damage), FT_INT}, //damage of the projectile
{"radius", PROJECTILE_OFS(radius), FT_FLOAT}, //radius of damage
{"visdamage", PROJECTILE_OFS(visdamage), FT_INT}, //damage of the projectile to visible entities
{"damagetype", PROJECTILE_OFS(damagetype), FT_INT}, //type of damage (combination of the DAMAGETYPE_? flags)
{"healthinc", PROJECTILE_OFS(healthinc), FT_INT}, //health increase the owner gets
{"push", PROJECTILE_OFS(push), FT_FLOAT}, //amount a player is pushed away from the projectile impact
{"detonation", PROJECTILE_OFS(detonation), FT_FLOAT}, //time before projectile explodes after fire pressed
{"bounce", PROJECTILE_OFS(bounce), FT_FLOAT}, //amount the projectile bounces
{"bouncefric", PROJECTILE_OFS(bouncefric), FT_FLOAT}, //amount the bounce decreases per bounce
{"bouncestop", PROJECTILE_OFS(bouncestop), FT_FLOAT}, //minimum bounce value before bouncing stops
//recurive projectile definition??
{NULL, 0, 0, 0}
};
static structdef_t weaponinfo_struct =
{
sizeof(weaponinfo_t), weaponinfo_fields
};
static structdef_t projectileinfo_struct =
{
sizeof(projectileinfo_t), projectileinfo_fields
};
//weapon configuration: set of weapons with projectiles
typedef struct weaponconfig_s
{
int numweapons;
int numprojectiles;
projectileinfo_t *projectileinfo;
weaponinfo_t *weaponinfo;
} weaponconfig_t;
//the bot weapon state
typedef struct bot_weaponstate_s
{
struct weightconfig_s *weaponweightconfig; //weapon weight configuration
int *weaponweightindex; //weapon weight index
} bot_weaponstate_t;
static bot_weaponstate_t *botweaponstates[MAX_CLIENTS+1];
static weaponconfig_t *weaponconfig;
//========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//========================================================================
int BotValidWeaponNumber(int weaponnum)
{
if (weaponnum <= 0 || weaponnum > weaponconfig->numweapons)
{
botimport.Print(PRT_ERROR, "weapon number out of range\n");
return qfalse;
} //end if
return qtrue;
} //end of the function BotValidWeaponNumber
//========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//========================================================================
bot_weaponstate_t *BotWeaponStateFromHandle(int handle)
{
if (handle <= 0 || handle > MAX_CLIENTS)
{
botimport.Print(PRT_FATAL, "weapon state handle %d out of range\n", handle);
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return NULL;
} //end if
if (!botweaponstates[handle])
{
botimport.Print(PRT_FATAL, "invalid weapon state %d\n", handle);
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return NULL;
} //end if
return botweaponstates[handle];
} //end of the function BotWeaponStateFromHandle
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
#ifdef DEBUG_AI_WEAP
void DumpWeaponConfig(weaponconfig_t *wc)
{
FILE *fp;
int i;
fp = Log_FileStruct();
if (!fp) return;
for (i = 0; i < wc->numprojectiles; i++)
{
WriteStructure(fp, &projectileinfo_struct, (char *) &wc->projectileinfo[i]);
Log_Flush();
} //end for
for (i = 0; i < wc->numweapons; i++)
{
WriteStructure(fp, &weaponinfo_struct, (char *) &wc->weaponinfo[i]);
Log_Flush();
} //end for
} //end of the function DumpWeaponConfig
#endif //DEBUG_AI_WEAP
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
weaponconfig_t *LoadWeaponConfig(char *filename)
{
int max_weaponinfo, max_projectileinfo;
token_t token;
char path[MAX_PATH];
int i, j;
source_t *source;
weaponconfig_t *wc;
weaponinfo_t weaponinfo;
max_weaponinfo = (int) LibVarValue("max_weaponinfo", "32");
if (max_weaponinfo < 0)
{
botimport.Print(PRT_ERROR, "max_weaponinfo = %d\n", max_weaponinfo);
max_weaponinfo = 32;
LibVarSet("max_weaponinfo", "32");
} //end if
max_projectileinfo = (int) LibVarValue("max_projectileinfo", "32");
if (max_projectileinfo < 0)
{
botimport.Print(PRT_ERROR, "max_projectileinfo = %d\n", max_projectileinfo);
max_projectileinfo = 32;
LibVarSet("max_projectileinfo", "32");
} //end if
strncpy(path, filename, MAX_PATH);
PC_SetBaseFolder(BOTFILESBASEFOLDER);
source = LoadSourceFile(path);
if (!source)
{
botimport.Print(PRT_ERROR, "counldn't load %s\n", path);
return NULL;
} //end if
//initialize weapon config
wc = (weaponconfig_t *) GetClearedHunkMemory(sizeof(weaponconfig_t) +
max_weaponinfo * sizeof(weaponinfo_t) +
max_projectileinfo * sizeof(projectileinfo_t));
wc->weaponinfo = (weaponinfo_t *) ((char *) wc + sizeof(weaponconfig_t));
wc->projectileinfo = (projectileinfo_t *) ((char *) wc->weaponinfo +
max_weaponinfo * sizeof(weaponinfo_t));
wc->numweapons = max_weaponinfo;
wc->numprojectiles = 0;
//parse the source file
while(PC_ReadToken(source, &token))
{
if (!strcmp(token.string, "weaponinfo"))
{
Com_Memset(&weaponinfo, 0, sizeof(weaponinfo_t));
if (!ReadStructure(source, &weaponinfo_struct, (char *) &weaponinfo))
{
FreeMemory(wc);
FreeSource(source);
return NULL;
} //end if
if (weaponinfo.number < 0 || weaponinfo.number >= max_weaponinfo)
{
botimport.Print(PRT_ERROR, "weapon info number %d out of range in %s\n", weaponinfo.number, path);
FreeMemory(wc);
FreeSource(source);
return NULL;
} //end if
Com_Memcpy(&wc->weaponinfo[weaponinfo.number], &weaponinfo, sizeof(weaponinfo_t));
wc->weaponinfo[weaponinfo.number].valid = qtrue;
} //end if
else if (!strcmp(token.string, "projectileinfo"))
{
if (wc->numprojectiles >= max_projectileinfo)
{
botimport.Print(PRT_ERROR, "more than %d projectiles defined in %s\n", max_projectileinfo, path);
FreeMemory(wc);
FreeSource(source);
return NULL;
} //end if
Com_Memset(&wc->projectileinfo[wc->numprojectiles], 0, sizeof(projectileinfo_t));
if (!ReadStructure(source, &projectileinfo_struct, (char *) &wc->projectileinfo[wc->numprojectiles]))
{
FreeMemory(wc);
FreeSource(source);
return NULL;
} //end if
wc->numprojectiles++;
} //end if
else
{
botimport.Print(PRT_ERROR, "unknown definition %s in %s\n", token.string, path);
FreeMemory(wc);
FreeSource(source);
return NULL;
} //end else
} //end while
FreeSource(source);
//fix up weapons
for (i = 0; i < wc->numweapons; i++)
{
if (!wc->weaponinfo[i].valid) continue;
if (!wc->weaponinfo[i].name[0])
{
botimport.Print(PRT_ERROR, "weapon %d has no name in %s\n", i, path);
FreeMemory(wc);
return NULL;
} //end if
if (!wc->weaponinfo[i].projectile[0])
{
botimport.Print(PRT_ERROR, "weapon %s has no projectile in %s\n", wc->weaponinfo[i].name, path);
FreeMemory(wc);
return NULL;
} //end if
//find the projectile info and copy it to the weapon info
for (j = 0; j < wc->numprojectiles; j++)
{
if (!strcmp(wc->projectileinfo[j].name, wc->weaponinfo[i].projectile))
{
Com_Memcpy(&wc->weaponinfo[i].proj, &wc->projectileinfo[j], sizeof(projectileinfo_t));
break;
} //end if
} //end for
if (j == wc->numprojectiles)
{
botimport.Print(PRT_ERROR, "weapon %s uses undefined projectile in %s\n", wc->weaponinfo[i].name, path);
FreeMemory(wc);
return NULL;
} //end if
} //end for
if (!wc->numweapons) botimport.Print(PRT_WARNING, "no weapon info loaded\n");
botimport.Print(PRT_MESSAGE, "loaded %s\n", path);
return wc;
} //end of the function LoadWeaponConfig
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int *WeaponWeightIndex(weightconfig_t *wwc, weaponconfig_t *wc)
{
int *index, i;
//initialize item weight index
index = (int *) GetClearedMemory(sizeof(int) * wc->numweapons);
for (i = 0; i < wc->numweapons; i++)
{
index[i] = FindFuzzyWeight(wwc, wc->weaponinfo[i].name);
} //end for
return index;
} //end of the function WeaponWeightIndex
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void BotFreeWeaponWeights(int weaponstate)
{
bot_weaponstate_t *ws;
ws = BotWeaponStateFromHandle(weaponstate);
if (!ws) return;
if (ws->weaponweightconfig) FreeWeightConfig(ws->weaponweightconfig);
if (ws->weaponweightindex) FreeMemory(ws->weaponweightindex);
} //end of the function BotFreeWeaponWeights
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotLoadWeaponWeights(int weaponstate, char *filename)
{
bot_weaponstate_t *ws;
ws = BotWeaponStateFromHandle(weaponstate);
if (!ws) return BLERR_CANNOTLOADWEAPONWEIGHTS;
BotFreeWeaponWeights(weaponstate);
//
ws->weaponweightconfig = ReadWeightConfig(filename);
if (!ws->weaponweightconfig)
{
botimport.Print(PRT_FATAL, "couldn't load weapon config %s\n", filename);
return BLERR_CANNOTLOADWEAPONWEIGHTS;
} //end if
if (!weaponconfig) return BLERR_CANNOTLOADWEAPONCONFIG;
ws->weaponweightindex = WeaponWeightIndex(ws->weaponweightconfig, weaponconfig);
return BLERR_NOERROR;
} //end of the function BotLoadWeaponWeights
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void BotGetWeaponInfo(int weaponstate, int weapon, weaponinfo_t *weaponinfo)
{
bot_weaponstate_t *ws;
if (!BotValidWeaponNumber(weapon)) return;
ws = BotWeaponStateFromHandle(weaponstate);
if (!ws) return;
if (!weaponconfig) return;
Com_Memcpy(weaponinfo, &weaponconfig->weaponinfo[weapon], sizeof(weaponinfo_t));
} //end of the function BotGetWeaponInfo
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotChooseBestFightWeapon(int weaponstate, int *inventory)
{
int i, index, bestweapon;
float weight, bestweight;
weaponconfig_t *wc;
bot_weaponstate_t *ws;
ws = BotWeaponStateFromHandle(weaponstate);
if (!ws) return 0;
wc = weaponconfig;
if (!weaponconfig) return 0;
//if the bot has no weapon weight configuration
if (!ws->weaponweightconfig) return 0;
bestweight = 0;
bestweapon = 0;
for (i = 0; i < wc->numweapons; i++)
{
if (!wc->weaponinfo[i].valid) continue;
index = ws->weaponweightindex[i];
if (index < 0) continue;
weight = FuzzyWeight(inventory, ws->weaponweightconfig, index);
if (weight > bestweight)
{
bestweight = weight;
bestweapon = i;
} //end if
} //end for
return bestweapon;
} //end of the function BotChooseBestFightWeapon
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void BotResetWeaponState(int weaponstate)
{
} //end of the function BotResetWeaponState
//========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//========================================================================
int BotAllocWeaponState(void)
{
int i;
for (i = 1; i <= MAX_CLIENTS; i++)
{
if (!botweaponstates[i])
{
botweaponstates[i] = GetClearedMemory(sizeof(bot_weaponstate_t));
return i;
} //end if
} //end for
return 0;
} //end of the function BotAllocWeaponState
//========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//========================================================================
void BotFreeWeaponState(int handle)
{
if (handle <= 0 || handle > MAX_CLIENTS)
{
botimport.Print(PRT_FATAL, "weapon state handle %d out of range\n", handle);
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return;
} //end if
if (!botweaponstates[handle])
{
botimport.Print(PRT_FATAL, "invalid weapon state %d\n", handle);
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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