lilium-voyager/code/game/ai_vcmd.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: ai_vcmd.c
*
* desc: Quake3 bot AI
*
* $Archive: /MissionPack/code/game/ai_vcmd.c $
*
*****************************************************************************/
#include "g_local.h"
#include "../botlib/botlib.h"
#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_team.h"
#include "ai_vcmd.h"
//
#include "chars.h" //characteristics
#include "inv.h" //indexes into the inventory
#include "syn.h" //synonyms
#include "match.h" //string matching types and vars
// for the voice chats
#include "../../ui/menudef.h"
typedef struct voiceCommand_s
{
char *cmd;
void (*func)(bot_state_t *bs, int client, int mode);
} voiceCommand_t;
/*
==================
BotVoiceChat_GetFlag
==================
*/
void BotVoiceChat_GetFlag(bot_state_t *bs, int client, int mode) {
//
if (gametype == GT_CTF) {
if (!ctf_redflag.areanum || !ctf_blueflag.areanum)
return;
}
#ifdef MISSIONPACK
else if (gametype == GT_1FCTF) {
if (!ctf_neutralflag.areanum || !ctf_redflag.areanum || !ctf_blueflag.areanum)
return;
}
#endif
else {
return;
}
//
bs->decisionmaker = client;
bs->ordered = qtrue;
bs->order_time = FloatTime();
//set the time to send a message to the team mates
bs->teammessage_time = FloatTime() + 2 * random();
//set the ltg type
bs->ltgtype = LTG_GETFLAG;
//set the team goal time
bs->teamgoal_time = FloatTime() + CTF_GETFLAG_TIME;
// get an alternate route in ctf
if (gametype == GT_CTF) {
//get an alternative route goal towards the enemy base
BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs));
}
//
BotSetTeamStatus(bs);
// remember last ordered task
BotRememberLastOrderedTask(bs);
#ifdef DEBUG
BotPrintTeamGoal(bs);
#endif //DEBUG
}
/*
==================
BotVoiceChat_Offense
==================
*/
void BotVoiceChat_Offense(bot_state_t *bs, int client, int mode) {
if ( gametype == GT_CTF
#ifdef MISSIONPACK
|| gametype == GT_1FCTF
#endif
) {
BotVoiceChat_GetFlag(bs, client, mode);
return;
}
#ifdef MISSIONPACK
if (gametype == GT_HARVESTER) {
//
bs->decisionmaker = client;
bs->ordered = qtrue;
bs->order_time = FloatTime();
//set the time to send a message to the team mates
bs->teammessage_time = FloatTime() + 2 * random();
//set the ltg type
bs->ltgtype = LTG_HARVEST;
//set the team goal time
bs->teamgoal_time = FloatTime() + TEAM_HARVEST_TIME;
bs->harvestaway_time = 0;
//
BotSetTeamStatus(bs);
// remember last ordered task
BotRememberLastOrderedTask(bs);
}
else
#endif
{
//
bs->decisionmaker = client;
bs->ordered = qtrue;
bs->order_time = FloatTime();
//set the time to send a message to the team mates
bs->teammessage_time = FloatTime() + 2 * random();
//set the ltg type
bs->ltgtype = LTG_ATTACKENEMYBASE;
//set the team goal time
bs->teamgoal_time = FloatTime() + TEAM_ATTACKENEMYBASE_TIME;
bs->attackaway_time = 0;
//
BotSetTeamStatus(bs);
// remember last ordered task
BotRememberLastOrderedTask(bs);
}
#ifdef DEBUG
BotPrintTeamGoal(bs);
#endif //DEBUG
}
/*
==================
BotVoiceChat_Defend
==================
*/
void BotVoiceChat_Defend(bot_state_t *bs, int client, int mode) {
#ifdef MISSIONPACK
if ( gametype == GT_OBELISK || gametype == GT_HARVESTER) {
//
switch(BotTeam(bs)) {
case TEAM_RED: memcpy(&bs->teamgoal, &redobelisk, sizeof(bot_goal_t)); break;
case TEAM_BLUE: memcpy(&bs->teamgoal, &blueobelisk, sizeof(bot_goal_t)); break;
default: return;
}
}
else
#endif
if (gametype == GT_CTF
#ifdef MISSIONPACK
|| gametype == GT_1FCTF
#endif
) {
//
switch(BotTeam(bs)) {
case TEAM_RED: memcpy(&bs->teamgoal, &ctf_redflag, sizeof(bot_goal_t)); break;
case TEAM_BLUE: memcpy(&bs->teamgoal, &ctf_blueflag, sizeof(bot_goal_t)); break;
default: return;
}
}
else {
return;
}
//
bs->decisionmaker = client;
bs->ordered = qtrue;
bs->order_time = FloatTime();
//set the time to send a message to the team mates
bs->teammessage_time = FloatTime() + 2 * random();
//set the ltg type
bs->ltgtype = LTG_DEFENDKEYAREA;
//get the team goal time
bs->teamgoal_time = FloatTime() + TEAM_DEFENDKEYAREA_TIME;
//away from defending
bs->defendaway_time = 0;
//
BotSetTeamStatus(bs);
// remember last ordered task
BotRememberLastOrderedTask(bs);
#ifdef DEBUG
BotPrintTeamGoal(bs);
#endif //DEBUG
}
/*
==================
BotVoiceChat_DefendFlag
==================
*/
void BotVoiceChat_DefendFlag(bot_state_t *bs, int client, int mode) {
BotVoiceChat_Defend(bs, client, mode);
}
/*
==================
BotVoiceChat_Patrol
==================
*/
void BotVoiceChat_Patrol(bot_state_t *bs, int client, int mode) {
//
bs->decisionmaker = client;
//
bs->ltgtype = 0;
bs->lead_time = 0;
bs->lastgoal_ltgtype = 0;
//
BotAI_BotInitialChat(bs, "dismissed", NULL);
trap_BotEnterChat(bs->cs, client, CHAT_TELL);
BotVoiceChatOnly(bs, -1, VOICECHAT_ONPATROL);
//
BotSetTeamStatus(bs);
#ifdef DEBUG
BotPrintTeamGoal(bs);
#endif //DEBUG
}
/*
==================
BotVoiceChat_Camp
==================
*/
void BotVoiceChat_Camp(bot_state_t *bs, int client, int mode) {
int areanum;
aas_entityinfo_t entinfo;
char netname[MAX_NETNAME];
//
bs->teamgoal.entitynum = -1;
BotEntityInfo(client, &entinfo);
//if info is valid (in PVS)
if (entinfo.valid) {
areanum = BotPointAreaNum(entinfo.origin);
if (areanum) { // && trap_AAS_AreaReachability(areanum)) {
//NOTE: just assume the bot knows where the person is
//if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, client)) {
bs->teamgoal.entitynum = client;
bs->teamgoal.areanum = areanum;
VectorCopy(entinfo.origin, bs->teamgoal.origin);
VectorSet(bs->teamgoal.mins, -8, -8, -8);
VectorSet(bs->teamgoal.maxs, 8, 8, 8);
//}
}
}
//if the other is not visible
if (bs->teamgoal.entitynum < 0) {
BotAI_BotInitialChat(bs, "whereareyou", EasyClientName(client, netname, sizeof(netname)), NULL);
trap_BotEnterChat(bs->cs, client, CHAT_TELL);
return;
}
//
bs->decisionmaker = client;
bs->ordered = qtrue;
bs->order_time = FloatTime();
//set the time to send a message to the team mates
bs->teammessage_time = FloatTime() + 2 * random();
//set the ltg type
bs->ltgtype = LTG_CAMPORDER;
//get the team goal time
bs->teamgoal_time = FloatTime() + TEAM_CAMP_TIME;
//the teammate that requested the camping
bs->teammate = client;
//not arrived yet
bs->arrive_time = 0;
//
BotSetTeamStatus(bs);
// remember last ordered task
BotRememberLastOrderedTask(bs);
#ifdef DEBUG
BotPrintTeamGoal(bs);
#endif //DEBUG
}
/*
==================
BotVoiceChat_FollowMe
==================
*/
void BotVoiceChat_FollowMe(bot_state_t *bs, int client, int mode) {
int areanum;
aas_entityinfo_t entinfo;
char netname[MAX_NETNAME];
bs->teamgoal.entitynum = -1;
BotEntityInfo(client, &entinfo);
//if info is valid (in PVS)
if (entinfo.valid) {
areanum = BotPointAreaNum(entinfo.origin);
if (areanum) { // && trap_AAS_AreaReachability(areanum)) {
bs->teamgoal.entitynum = client;
bs->teamgoal.areanum = areanum;
VectorCopy(entinfo.origin, bs->teamgoal.origin);
VectorSet(bs->teamgoal.mins, -8, -8, -8);
VectorSet(bs->teamgoal.maxs, 8, 8, 8);
}
}
//if the other is not visible
if (bs->teamgoal.entitynum < 0) {
BotAI_BotInitialChat(bs, "whereareyou", EasyClientName(client, netname, sizeof(netname)), NULL);
trap_BotEnterChat(bs->cs, client, CHAT_TELL);
return;
}
//
bs->decisionmaker = client;
bs->ordered = qtrue;
bs->order_time = FloatTime();
//the team mate
bs->teammate = client;
//last time the team mate was assumed visible
bs->teammatevisible_time = FloatTime();
//set the time to send a message to the team mates
bs->teammessage_time = FloatTime() + 2 * random();
//get the team goal time
bs->teamgoal_time = FloatTime() + TEAM_ACCOMPANY_TIME;
//set the ltg type
bs->ltgtype = LTG_TEAMACCOMPANY;
bs->formation_dist = 3.5 * 32; //3.5 meter
bs->arrive_time = 0;
//
BotSetTeamStatus(bs);
// remember last ordered task
BotRememberLastOrderedTask(bs);
#ifdef DEBUG
BotPrintTeamGoal(bs);
#endif //DEBUG
}
/*
==================
BotVoiceChat_FollowFlagCarrier
==================
*/
void BotVoiceChat_FollowFlagCarrier(bot_state_t *bs, int client, int mode) {
int carrier;
carrier = BotTeamFlagCarrier(bs);
if (carrier >= 0)
BotVoiceChat_FollowMe(bs, carrier, mode);
#ifdef DEBUG
BotPrintTeamGoal(bs);
#endif //DEBUG
}
/*
==================
BotVoiceChat_ReturnFlag
==================
*/
void BotVoiceChat_ReturnFlag(bot_state_t *bs, int client, int mode) {
//if not in CTF mode
if (
gametype != GT_CTF
#ifdef MISSIONPACK
&& gametype != GT_1FCTF
#endif
) {
return;
}
//
bs->decisionmaker = client;
bs->ordered = qtrue;
bs->order_time = FloatTime();
//set the time to send a message to the team mates
bs->teammessage_time = FloatTime() + 2 * random();
//set the ltg type
bs->ltgtype = LTG_RETURNFLAG;
//set the team goal time
bs->teamgoal_time = FloatTime() + CTF_RETURNFLAG_TIME;
bs->rushbaseaway_time = 0;
BotSetTeamStatus(bs);
#ifdef DEBUG
BotPrintTeamGoal(bs);
#endif //DEBUG
}
/*
==================
BotVoiceChat_StartLeader
==================
*/
void BotVoiceChat_StartLeader(bot_state_t *bs, int client, int mode) {
ClientName(client, bs->teamleader, sizeof(bs->teamleader));
}
/*
==================
BotVoiceChat_StopLeader
==================
*/
void BotVoiceChat_StopLeader(bot_state_t *bs, int client, int mode) {
char netname[MAX_MESSAGE_SIZE];
if (!Q_stricmp(bs->teamleader, ClientName(client, netname, sizeof(netname)))) {
bs->teamleader[0] = '\0';
notleader[client] = qtrue;
}
}
/*
==================
BotVoiceChat_WhoIsLeader
==================
*/
void BotVoiceChat_WhoIsLeader(bot_state_t *bs, int client, int mode) {
char netname[MAX_MESSAGE_SIZE];
if (!TeamPlayIsOn()) return;
ClientName(bs->client, netname, sizeof(netname));
//if this bot IS the team leader
if (!Q_stricmp(netname, bs->teamleader)) {
BotAI_BotInitialChat(bs, "iamteamleader", NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_TEAM);
BotVoiceChatOnly(bs, -1, VOICECHAT_STARTLEADER);
}
}
/*
==================
BotVoiceChat_WantOnDefense
==================
*/
void BotVoiceChat_WantOnDefense(bot_state_t *bs, int client, int mode) {
char netname[MAX_NETNAME];
int preference;
preference = BotGetTeamMateTaskPreference(bs, client);
preference &= ~TEAMTP_ATTACKER;
preference |= TEAMTP_DEFENDER;
BotSetTeamMateTaskPreference(bs, client, preference);
//
EasyClientName(client, netname, sizeof(netname));
BotAI_BotInitialChat(bs, "keepinmind", netname, NULL);
trap_BotEnterChat(bs->cs, client, CHAT_TELL);
BotVoiceChatOnly(bs, client, VOICECHAT_YES);
trap_EA_Action(bs->client, ACTION_AFFIRMATIVE);
}
/*
==================
BotVoiceChat_WantOnOffense
==================
*/
void BotVoiceChat_WantOnOffense(bot_state_t *bs, int client, int mode) {
char netname[MAX_NETNAME];
int preference;
preference = BotGetTeamMateTaskPreference(bs, client);
preference &= ~TEAMTP_DEFENDER;
preference |= TEAMTP_ATTACKER;
BotSetTeamMateTaskPreference(bs, client, preference);
//
EasyClientName(client, netname, sizeof(netname));
BotAI_BotInitialChat(bs, "keepinmind", netname, NULL);
trap_BotEnterChat(bs->cs, client, CHAT_TELL);
BotVoiceChatOnly(bs, client, VOICECHAT_YES);
trap_EA_Action(bs->client, ACTION_AFFIRMATIVE);
}
void BotVoiceChat_Dummy(bot_state_t *bs, int client, int mode) {
}
voiceCommand_t voiceCommands[] = {
{VOICECHAT_GETFLAG, BotVoiceChat_GetFlag},
{VOICECHAT_OFFENSE, BotVoiceChat_Offense },
{VOICECHAT_DEFEND, BotVoiceChat_Defend },
{VOICECHAT_DEFENDFLAG, BotVoiceChat_DefendFlag },
{VOICECHAT_PATROL, BotVoiceChat_Patrol },
{VOICECHAT_CAMP, BotVoiceChat_Camp },
{VOICECHAT_FOLLOWME, BotVoiceChat_FollowMe },
{VOICECHAT_FOLLOWFLAGCARRIER, BotVoiceChat_FollowFlagCarrier },
{VOICECHAT_RETURNFLAG, BotVoiceChat_ReturnFlag },
{VOICECHAT_STARTLEADER, BotVoiceChat_StartLeader },
{VOICECHAT_STOPLEADER, BotVoiceChat_StopLeader },
{VOICECHAT_WHOISLEADER, BotVoiceChat_WhoIsLeader },
{VOICECHAT_WANTONDEFENSE, BotVoiceChat_WantOnDefense },
{VOICECHAT_WANTONOFFENSE, BotVoiceChat_WantOnOffense },
{NULL, BotVoiceChat_Dummy}
};
int BotVoiceChatCommand(bot_state_t *bs, int mode, char *voiceChat) {
int i, clientNum;
//int voiceOnly, color;
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char *ptr, buf[MAX_MESSAGE_SIZE], *cmd;
if (!TeamPlayIsOn()) {
return qfalse;
}
if ( mode == SAY_ALL ) {
return qfalse; // don't do anything with voice chats to everyone
}
Q_strncpyz(buf, voiceChat, sizeof(buf));
cmd = buf;
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for (; *cmd && *cmd > ' '; cmd++);
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while (*cmd && *cmd <= ' ') *cmd++ = '\0';
//voiceOnly = atoi(ptr);
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for (ptr = cmd; *cmd && *cmd > ' '; cmd++);
while (*cmd && *cmd <= ' ') *cmd++ = '\0';
clientNum = atoi(ptr);
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for (; *cmd && *cmd > ' '; cmd++);
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while (*cmd && *cmd <= ' ') *cmd++ = '\0';
//color = atoi(ptr);
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if (!BotSameTeam(bs, clientNum)) {
return qfalse;
}
for (i = 0; voiceCommands[i].cmd; i++) {
if (!Q_stricmp(cmd, voiceCommands[i].cmd)) {
voiceCommands[i].func(bs, clientNum, mode);
return qtrue;
}
}
return qfalse;
}