mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-19 10:51:26 +00:00
c412b42703
- The stat meters now return an FString instead of sprintfing into a fixed output buffer. - NOASM is now automatically defined when compiling for a non-x86 target. - Some changes have been made to the integral types in doomtype.h: - For consistancy with the other integral types, byte is no longer a synonym for BYTE. - Most uses of BOOL have been change to the standard C++ bool type. Those that weren't were changed to INTBOOL to indicate they may contain values other than 0 or 1 but are still used as a boolean. - Compiler-provided types with explicit bit sizes are now used. In particular, DWORD is no longer a long so it will work with both 64-bit Windows and Linux. - Since some files need to include Windows headers, uint32 is a synonym for the non-Windows version of DWORD. - Removed d_textur.h. The pic_t struct it defined was used nowhere, and that was all it contained. SVN r326 (trunk)
657 lines
15 KiB
C++
657 lines
15 KiB
C++
/*******************************************
|
|
* B_game.h *
|
|
* Description: *
|
|
* Misc things that has to do with the bot, *
|
|
* like it's spawning etc. *
|
|
* Makes the bot fit into game *
|
|
* *
|
|
*******************************************/
|
|
/*The files which are modified for Cajun Purpose
|
|
D_player.h (v0.85: added some variables)
|
|
D_netcmd.c (v0.71)
|
|
D_netcmd.h (v0.71)
|
|
D_main.c (v0.71)
|
|
D_ticcmd.h (v0.71)
|
|
G_game.c (v0.95: Too make demorecording work somewhat)
|
|
G_input.c (v0.95: added some keycommands)
|
|
G_input.h (v0.95)
|
|
P_mobj.c (v0.95: changed much in the P_MobjThinker(), a little in P_SpawnPlayerMissile(), maybee something else )
|
|
P_mobj.h (v0.95: Removed some unnecessary variables)
|
|
P_user.c (v0.95: It's only one change maybee it already was there in 0.71)
|
|
P_inter.c (v0.95: lot of changes)
|
|
P_pspr.c (v0.71)
|
|
P_map.c (v0.95: Test missile for bots)
|
|
P_tick.c (v0.95: Freeze mode things only)
|
|
P_local.h (v0.95: added> extern int tmsectortype)
|
|
Info.c (v0.95: maybee same as 0.71)
|
|
Info.h (v0.95: maybee same as 0.71)
|
|
M_menu.c (v0.95: an extra menu in the key setup with the new commands)
|
|
R_main.c (v0.95: Fix for bot's view)
|
|
wi_stuff.c (v0.97: To remove bots correct)
|
|
|
|
(v0.85) Removed all my code from: P_enemy.c
|
|
New file: b_move.c
|
|
|
|
******************************************
|
|
What I know has to be done. in near future.
|
|
|
|
- Do some hunting/fleeing functions.
|
|
- Make the roaming 100% flawfree.
|
|
- Fix all SIGSEVS (Below is known SIGSEVS)
|
|
-Nada (but they might be there)
|
|
******************************************
|
|
Everything that is changed is marked (maybe commented) with "Added by MC"
|
|
*/
|
|
|
|
#include "doomdef.h"
|
|
#include "p_local.h"
|
|
#include "b_bot.h"
|
|
#include "g_game.h"
|
|
#include "m_random.h"
|
|
#include "r_things.h"
|
|
#include "doomstat.h"
|
|
#include "cmdlib.h"
|
|
#include "sc_man.h"
|
|
#include "stats.h"
|
|
#include "m_misc.h"
|
|
#include "sbar.h"
|
|
#include "p_acs.h"
|
|
|
|
static FRandom pr_botspawn ("BotSpawn");
|
|
|
|
//Externs
|
|
DCajunMaster bglobal;
|
|
|
|
cycle_t BotThinkCycles, BotSupportCycles, BotWTG;
|
|
|
|
static const char *BotConfigStrings[] =
|
|
{
|
|
"name",
|
|
"aiming",
|
|
"perfection",
|
|
"reaction",
|
|
"isp",
|
|
"team",
|
|
NULL
|
|
};
|
|
|
|
enum
|
|
{
|
|
BOTCFG_NAME,
|
|
BOTCFG_AIMING,
|
|
BOTCFG_PERFECTION,
|
|
BOTCFG_REACTION,
|
|
BOTCFG_ISP,
|
|
BOTCFG_TEAM
|
|
};
|
|
|
|
static bool waitingforspawn[MAXPLAYERS];
|
|
|
|
|
|
void G_DoReborn (int playernum, bool freshbot);
|
|
|
|
DCajunMaster::~DCajunMaster()
|
|
{
|
|
ForgetBots();
|
|
if (getspawned != NULL)
|
|
{
|
|
delete getspawned;
|
|
getspawned = NULL;
|
|
}
|
|
}
|
|
|
|
//This function is called every tick (from g_game.c),
|
|
//send bots into thinking (+more).
|
|
void DCajunMaster::Main (int buf)
|
|
{
|
|
int i;
|
|
|
|
BotThinkCycles = 0;
|
|
|
|
if (consoleplayer != Net_Arbitrator || demoplayback)
|
|
return;
|
|
|
|
if (gamestate != GS_LEVEL)
|
|
return;
|
|
|
|
m_Thinking = true;
|
|
|
|
//Think for bots.
|
|
if (botnum)
|
|
{
|
|
clock (BotThinkCycles);
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && players[i].mo && !freeze && players[i].isbot)
|
|
Think (players[i].mo, &netcmds[i][buf]);
|
|
}
|
|
unclock (BotThinkCycles);
|
|
}
|
|
|
|
//Add new bots?
|
|
if (wanted_botnum > botnum && !freeze)
|
|
{
|
|
if (t_join == ((wanted_botnum - botnum) * SPAWN_DELAY))
|
|
{
|
|
if (!SpawnBot (getspawned->GetArg (spawn_tries)))
|
|
wanted_botnum--;
|
|
spawn_tries++;
|
|
}
|
|
|
|
t_join--;
|
|
}
|
|
|
|
//Check if player should go observer. Or un observe
|
|
if (bot_observer && !observer)
|
|
{
|
|
Printf ("%s is now observer\n", players[consoleplayer].userinfo.netname);
|
|
observer = true;
|
|
players[consoleplayer].mo->UnlinkFromWorld ();
|
|
players[consoleplayer].mo->flags = MF_DROPOFF|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOTDMATCH|MF_NOGRAVITY|MF_FRIENDLY;
|
|
players[consoleplayer].mo->flags2 |= MF2_FLY;
|
|
players[consoleplayer].mo->LinkToWorld ();
|
|
}
|
|
else if (!bot_observer && observer) //Go back
|
|
{
|
|
Printf ("%s returned to the fray\n", players[consoleplayer].userinfo.netname);
|
|
observer = false;
|
|
players[consoleplayer].mo->UnlinkFromWorld ();
|
|
players[consoleplayer].mo->flags = MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH|MF_FRIENDLY;
|
|
players[consoleplayer].mo->flags2 &= ~MF2_FLY;
|
|
players[consoleplayer].mo->LinkToWorld ();
|
|
}
|
|
|
|
m_Thinking = false;
|
|
}
|
|
|
|
void DCajunMaster::Init ()
|
|
{
|
|
int i;
|
|
|
|
botnum = 0;
|
|
firstthing = NULL;
|
|
spawn_tries = 0;
|
|
freeze = false;
|
|
observer = false;
|
|
body1 = NULL;
|
|
body2 = NULL;
|
|
|
|
//Remove all bots upon each level start, they'll get spawned instead.
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
waitingforspawn[i] = false;
|
|
if (playeringame[i] && players[i].isbot)
|
|
{
|
|
CleanBotstuff (&players[i]);
|
|
players[i].isbot = false;
|
|
botingame[i] = false;
|
|
}
|
|
}
|
|
|
|
if (ctf && teamplay == false)
|
|
teamplay = true; //Need teamplay for ctf. (which is not done yet)
|
|
|
|
t_join = (wanted_botnum + 1) * SPAWN_DELAY; //The + is to let player get away before the bots come in.
|
|
|
|
if (botinfo == NULL)
|
|
{
|
|
LoadBots ();
|
|
}
|
|
else
|
|
{
|
|
botinfo_t *thebot = botinfo;
|
|
|
|
while (thebot != NULL)
|
|
{
|
|
thebot->inuse = false;
|
|
thebot = thebot->next;
|
|
}
|
|
}
|
|
}
|
|
|
|
//Called on each level exit (from g_game.c).
|
|
void DCajunMaster::End ()
|
|
{
|
|
int i;
|
|
|
|
//Arrange wanted botnum and their names, so they can be spawned next level.
|
|
if (getspawned)
|
|
getspawned->FlushArgs ();
|
|
else
|
|
getspawned = new DArgs;
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && players[i].isbot)
|
|
{
|
|
if (deathmatch)
|
|
{
|
|
getspawned->AppendArg (players[i].userinfo.netname);
|
|
}
|
|
CleanBotstuff (&players[i]);
|
|
}
|
|
}
|
|
if (deathmatch)
|
|
{
|
|
wanted_botnum = botnum;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//Name can be optional, if = NULL
|
|
//then a random bot is spawned.
|
|
//If no bot with name = name found
|
|
//the function will CONS print an
|
|
//error message and will not spawn
|
|
//anything.
|
|
//The color parameter can be either a
|
|
//color (range from 0-10), or = NOCOLOR.
|
|
//The color parameter overides bots
|
|
//induvidual colors if not = NOCOLOR.
|
|
|
|
bool DCajunMaster::SpawnBot (const char *name, int color)
|
|
{
|
|
int playernumber;
|
|
|
|
//COLORS
|
|
static const char colors[11][17] =
|
|
{
|
|
"\\color\\40 cf 00", //0 = Green
|
|
"\\color\\b0 b0 b0", //1 = Gray
|
|
"\\color\\50 50 60", //2 = Indigo
|
|
"\\color\\8f 00 00", //3 = Deep Red
|
|
"\\color\\ff ff ff", //4 = White
|
|
"\\color\\ff af 3f", //5 = Bright Brown
|
|
"\\color\\bf 00 00", //6 = Red
|
|
"\\color\\00 00 ff", //7 = Blue
|
|
"\\color\\00 00 7f", //8 = Dark Blue
|
|
"\\color\\ff ff 00", //9 = Yellow
|
|
"\\color\\cf df 90" //10 = Bleached Bone
|
|
};
|
|
|
|
for (playernumber = 0; playernumber < MAXPLAYERS; playernumber++)
|
|
{
|
|
if (!playeringame[playernumber] && !waitingforspawn[playernumber])
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (playernumber == MAXPLAYERS)
|
|
{
|
|
Printf ("The maximum of %d players/bots has been reached\n", MAXPLAYERS);
|
|
return false;
|
|
}
|
|
|
|
botinfo_t *thebot;
|
|
|
|
if (name)
|
|
{
|
|
thebot = botinfo;
|
|
|
|
// Check if exist or already in the game.
|
|
while (thebot && stricmp (name, thebot->name))
|
|
thebot = thebot->next;
|
|
|
|
if (thebot == NULL)
|
|
{
|
|
Printf ("couldn't find %s in %s\n", name, BOTFILENAME);
|
|
return false;
|
|
}
|
|
else if (thebot->inuse)
|
|
{
|
|
Printf ("%s is already in the thick\n", name);
|
|
return false;
|
|
}
|
|
}
|
|
else if (botnum < loaded_bots)
|
|
{
|
|
bool vacant = false; //Spawn a random bot from bots.cfg if no name given.
|
|
while (!vacant)
|
|
{
|
|
int rnum = (pr_botspawn() % loaded_bots);
|
|
thebot = botinfo;
|
|
while (rnum)
|
|
--rnum, thebot = thebot->next;
|
|
if (!thebot->inuse)
|
|
vacant = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Printf ("Couldn't spawn bot; no bot left in %s\n", BOTFILENAME);
|
|
return false;
|
|
}
|
|
|
|
waitingforspawn[playernumber] = true;
|
|
|
|
Net_WriteByte (DEM_ADDBOT);
|
|
Net_WriteByte (playernumber);
|
|
{
|
|
//Set color.
|
|
char concat[512];
|
|
strcpy (concat, thebot->info);
|
|
if (color == NOCOLOR && bot_next_color < NOCOLOR && bot_next_color >= 0)
|
|
{
|
|
strcat (concat, colors[bot_next_color]);
|
|
}
|
|
if (thebot->lastteam < NUM_TEAMS)
|
|
{ // Keep the bot on the same team when switching levels
|
|
sprintf (concat+strlen(concat), "\\team\\%d\n", thebot->lastteam);
|
|
}
|
|
Net_WriteString (concat);
|
|
}
|
|
|
|
players[playernumber].skill = thebot->skill;
|
|
|
|
thebot->inuse = true;
|
|
|
|
//Increment this.
|
|
botnum++;
|
|
|
|
return true;
|
|
}
|
|
|
|
void DCajunMaster::DoAddBot (int bnum, char *info)
|
|
{
|
|
BYTE *infob = (BYTE *)info;
|
|
D_ReadUserInfoStrings (bnum, &infob, false);
|
|
if (!deathmatch && playerstarts[bnum].type == 0)
|
|
{
|
|
Printf ("%s tried to join, but there was no player %d start\n",
|
|
players[bnum].userinfo.netname, bnum+1);
|
|
ClearPlayer (bnum, false); // Make the bot inactive again
|
|
if (botnum > 0)
|
|
{
|
|
botnum--;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
multiplayer = true; //Prevents cheating and so on; emulates real netgame (almost).
|
|
players[bnum].isbot = true;
|
|
playeringame[bnum] = true;
|
|
players[bnum].mo = NULL;
|
|
players[bnum].playerstate = PST_ENTER;
|
|
botingame[bnum] = true;
|
|
Printf ("%s joined the game\n", players[bnum].userinfo.netname);
|
|
|
|
G_DoReborn (bnum, true);
|
|
if (StatusBar != NULL)
|
|
{
|
|
StatusBar->MultiplayerChanged ();
|
|
}
|
|
}
|
|
waitingforspawn[bnum] = false;
|
|
}
|
|
|
|
void DCajunMaster::RemoveAllBots (bool fromlist)
|
|
{
|
|
int i, j;
|
|
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (playeringame[i] && botingame[i])
|
|
{
|
|
// If a player is looking through this bot's eyes, make him
|
|
// look through his own eyes instead.
|
|
for (j = 0; j < MAXPLAYERS; ++j)
|
|
{
|
|
if (i != j && playeringame[j] && !botingame[j])
|
|
{
|
|
if (players[j].camera == players[i].mo)
|
|
{
|
|
players[j].camera = players[j].mo;
|
|
if (j == consoleplayer)
|
|
{
|
|
StatusBar->AttachToPlayer (players + j);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
ClearPlayer (i, !fromlist);
|
|
FBehavior::StaticStartTypedScripts (SCRIPT_Disconnect, NULL, true, i);
|
|
}
|
|
}
|
|
|
|
if (fromlist)
|
|
{
|
|
wanted_botnum = 0;
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
waitingforspawn[i] = false;
|
|
}
|
|
botnum = 0;
|
|
}
|
|
|
|
//Clean the bot part of the player_t
|
|
//Used when bots are respawned or at level starts.
|
|
void DCajunMaster::CleanBotstuff (player_t *p)
|
|
{
|
|
p->angle = ANG45;
|
|
p->dest = NULL;
|
|
p->enemy = NULL; //The dead meat.
|
|
p->missile = NULL; //A threatening missile that needs to be avoided.
|
|
p->mate = NULL; //Friend (used for grouping in templay or coop.
|
|
p->last_mate = NULL; //If bot's mate dissapeared (not if died) that mate is pointed to by this. Allows bot to roam to it if necessary.
|
|
//Tickers
|
|
p->t_active = 0; //Open door, lower lift stuff, door must open and lift must go down before bot does anything radical like try a stuckmove
|
|
p->t_respawn = 0;
|
|
p->t_strafe = 0;
|
|
p->t_react = 0;
|
|
//Misc bools
|
|
p->isbot = true; //Important.
|
|
p->first_shot = true; //Used for reaction skill.
|
|
p->sleft = false; //If false, strafe is right.
|
|
p->allround = false;
|
|
}
|
|
|
|
|
|
//------------------
|
|
//Reads data for bot from
|
|
//a .bot file.
|
|
//The skills and other data should
|
|
//be arranged as follows in the bot file:
|
|
//
|
|
//{
|
|
// Name bot's name
|
|
// Aiming 0-100
|
|
// Perfection 0-100
|
|
// Reaction 0-100
|
|
// Isp 0-100 (Instincts of Self Preservation)
|
|
// ??? any other valid userinfo strings can go here
|
|
//}
|
|
|
|
static void appendinfo (char *&front, const char *back)
|
|
{
|
|
char *newstr;
|
|
|
|
if (front)
|
|
{
|
|
size_t newlen = strlen (front) + strlen (back) + 2;
|
|
newstr = new char[newlen];
|
|
strcpy (newstr, front);
|
|
delete[] front;
|
|
}
|
|
else
|
|
{
|
|
size_t newlen = strlen (back) + 2;
|
|
newstr = new char[newlen];
|
|
}
|
|
strcat (newstr, "\\");
|
|
strcat (newstr, back);
|
|
front = newstr;
|
|
}
|
|
|
|
void DCajunMaster::ForgetBots ()
|
|
{
|
|
botinfo_t *thebot = botinfo;
|
|
|
|
while (thebot)
|
|
{
|
|
botinfo_t *next = thebot->next;
|
|
delete[] thebot->name;
|
|
delete[] thebot->info;
|
|
delete thebot;
|
|
thebot = next;
|
|
}
|
|
|
|
botinfo = NULL;
|
|
loaded_bots = 0;
|
|
}
|
|
|
|
bool DCajunMaster::LoadBots ()
|
|
{
|
|
FString tmp;
|
|
bool gotteam = false;
|
|
|
|
bglobal.ForgetBots ();
|
|
#ifndef unix
|
|
tmp = progdir;
|
|
tmp += "zcajun/" BOTFILENAME;
|
|
if (!FileExists (tmp))
|
|
{
|
|
DPrintf ("No " BOTFILENAME ", so no bots\n");
|
|
return false;
|
|
}
|
|
#else
|
|
tmp = GetUserFile (BOTFILENAME);
|
|
if (!FileExists (tmp))
|
|
{
|
|
if (!FileExists (SHARE_DIR BOTFILENAME))
|
|
{
|
|
DPrintf ("No " BOTFILENAME ", so no bots\n");
|
|
return false;
|
|
}
|
|
else
|
|
SC_OpenFile (SHARE_DIR BOTFILENAME);
|
|
}
|
|
#endif
|
|
else
|
|
{
|
|
SC_OpenFile (tmp);
|
|
}
|
|
|
|
while (SC_GetString ())
|
|
{
|
|
if (!SC_Compare ("{"))
|
|
{
|
|
SC_ScriptError ("Unexpected token '%s'\n", sc_String);
|
|
}
|
|
|
|
botinfo_t *newinfo = new botinfo_t;
|
|
bool gotclass = false;
|
|
|
|
memset (newinfo, 0, sizeof(*newinfo));
|
|
|
|
newinfo->info = copystring ("\\autoaim\\0\\movebob\\.25");
|
|
|
|
for (;;)
|
|
{
|
|
SC_MustGetString ();
|
|
if (SC_Compare ("}"))
|
|
break;
|
|
|
|
switch (SC_MatchString (BotConfigStrings))
|
|
{
|
|
case BOTCFG_NAME:
|
|
SC_MustGetString ();
|
|
appendinfo (newinfo->info, "name");
|
|
appendinfo (newinfo->info, sc_String);
|
|
newinfo->name = copystring (sc_String);
|
|
break;
|
|
|
|
case BOTCFG_AIMING:
|
|
SC_MustGetNumber ();
|
|
newinfo->skill.aiming = sc_Number;
|
|
break;
|
|
|
|
case BOTCFG_PERFECTION:
|
|
SC_MustGetNumber ();
|
|
newinfo->skill.perfection = sc_Number;
|
|
break;
|
|
|
|
case BOTCFG_REACTION:
|
|
SC_MustGetNumber ();
|
|
newinfo->skill.reaction = sc_Number;
|
|
break;
|
|
|
|
case BOTCFG_ISP:
|
|
SC_MustGetNumber ();
|
|
newinfo->skill.isp = sc_Number;
|
|
break;
|
|
|
|
case BOTCFG_TEAM:
|
|
{
|
|
char teamstr[4];
|
|
unsigned int teamnum;
|
|
|
|
SC_MustGetString ();
|
|
if (IsNum (sc_String))
|
|
{
|
|
teamnum = atoi (sc_String);
|
|
if (teamnum >= NUM_TEAMS)
|
|
{
|
|
teamnum = TEAM_None;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
teamnum = TEAM_None;
|
|
for (int i = 0; i < NUM_TEAMS; ++i)
|
|
{
|
|
if (stricmp (TeamNames[i], sc_String) == 0)
|
|
{
|
|
teamnum = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
appendinfo (newinfo->info, "team");
|
|
sprintf (teamstr, "%u", teamnum);
|
|
appendinfo (newinfo->info, teamstr);
|
|
gotteam = true;
|
|
break;
|
|
}
|
|
|
|
default:
|
|
if (stricmp (sc_String, "playerclass") == 0)
|
|
{
|
|
gotclass = true;
|
|
}
|
|
appendinfo (newinfo->info, sc_String);
|
|
SC_MustGetString ();
|
|
appendinfo (newinfo->info, sc_String);
|
|
break;
|
|
}
|
|
}
|
|
if (!gotclass)
|
|
{ // Bots that don't specify a class get a random one
|
|
appendinfo (newinfo->info, "playerclass");
|
|
appendinfo (newinfo->info, "random");
|
|
}
|
|
if (!gotteam)
|
|
{ // Same for bot teams
|
|
appendinfo (newinfo->info, "team");
|
|
appendinfo (newinfo->info, "255");
|
|
}
|
|
newinfo->next = bglobal.botinfo;
|
|
newinfo->lastteam = TEAM_None;
|
|
bglobal.botinfo = newinfo;
|
|
bglobal.loaded_bots++;
|
|
}
|
|
SC_Close ();
|
|
|
|
Printf ("%d bots read from %s\n", bglobal.loaded_bots, BOTFILENAME);
|
|
|
|
return true;
|
|
}
|
|
|
|
ADD_STAT (bots)
|
|
{
|
|
FString out;
|
|
out.Format ("think = %04.1f ms support = %04.1f ms wtg = %llu",
|
|
(double)BotThinkCycles * 1000 * SecondsPerCycle,
|
|
(double)BotSupportCycles * 1000 * SecondsPerCycle,
|
|
BotWTG);
|
|
return out;
|
|
}
|