/* =========================================================================== 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 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" #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" #include "be_aas_funcs.h" #include "be_interface.h" #include "be_ai_weight.h" //fuzzy weights #include "be_ai_weap.h" //#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) //weapon definition 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 {"model", PROJECTILE_OFS(model), FT_STRING}, //model of the projectile {"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); return NULL; } //end if if (!botweaponstates[handle]) { botimport.Print(PRT_FATAL, "invalid weapon state %d\n", handle); 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) { struct weightconfig_s *weaponweightconfig; int *weaponweightindex; bot_weaponstate_t *ws; ws = BotWeaponStateFromHandle(weaponstate); if (!ws) return; weaponweightconfig = ws->weaponweightconfig; weaponweightindex = ws->weaponweightindex; //Com_Memset(ws, 0, sizeof(bot_weaponstate_t)); ws->weaponweightconfig = weaponweightconfig; ws->weaponweightindex = weaponweightindex; } //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); 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