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https://github.com/ZDoom/gzdoom-gles.git
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fa3312e2a9
This made reviewing the code for accessing the global state hard, because the doomdef.h contains mainly constants, this particular item was the only thing in there that represents actual engine state.
314 lines
7 KiB
C++
314 lines
7 KiB
C++
/*
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**
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**
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**---------------------------------------------------------------------------
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** Copyright 1999 Martin Colberg
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** Copyright 1999-2016 Randy Heit
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** Copyright 2005-2016 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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// Cajun bot
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//
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// [RH] Moved console commands out of d_netcmd.c (in Cajun source), because
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// they don't really belong there.
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "b_bot.h"
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#include "g_game.h"
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#include "p_local.h"
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#include "cmdlib.h"
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#include "teaminfo.h"
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#include "d_net.h"
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#include "serializer.h"
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#include "d_player.h"
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#include "w_wad.h"
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#include "vm.h"
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#include "g_levellocals.h"
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IMPLEMENT_CLASS(DBot, false, true)
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IMPLEMENT_POINTERS_START(DBot)
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IMPLEMENT_POINTER(dest)
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IMPLEMENT_POINTER(prev)
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IMPLEMENT_POINTER(enemy)
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IMPLEMENT_POINTER(missile)
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IMPLEMENT_POINTER(mate)
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IMPLEMENT_POINTER(last_mate)
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IMPLEMENT_POINTERS_END
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DEFINE_FIELD(DBot, dest)
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void DBot::Construct()
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{
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Clear ();
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}
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void DBot::Clear ()
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{
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player = nullptr;
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Angle = 0.;
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dest = nullptr;
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prev = nullptr;
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enemy = nullptr;
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missile = nullptr;
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mate = nullptr;
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last_mate = nullptr;
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memset(&skill, 0, sizeof(skill));
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t_active = 0;
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t_respawn = 0;
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t_strafe = 0;
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t_react = 0;
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t_fight = 0;
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t_roam = 0;
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t_rocket = 0;
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first_shot = true;
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sleft = false;
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allround = false;
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increase = false;
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old = { 0, 0 };
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}
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FSerializer &Serialize(FSerializer &arc, const char *key, botskill_t &skill, botskill_t *def)
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{
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if (arc.BeginObject(key))
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{
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arc("aiming", skill.aiming)
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("perfection", skill.perfection)
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("reaction", skill.reaction)
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("isp", skill.isp)
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.EndObject();
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}
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return arc;
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}
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void DBot::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("player", player)
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("angle", Angle)
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("dest", dest)
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("prev", prev)
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("enemy", enemy)
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("missile", missile)
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("mate", mate)
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("lastmate", last_mate)
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("skill", skill)
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("active", t_active)
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("respawn", t_respawn)
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("strafe", t_strafe)
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("react", t_react)
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("fight", t_fight)
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("roam", t_roam)
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("rocket", t_rocket)
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("firstshot", first_shot)
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("sleft", sleft)
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("allround", allround)
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("increase", increase)
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("old", old);
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}
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void DBot::Tick ()
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{
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Super::Tick ();
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if (player->mo == nullptr || Level->isFrozen())
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{
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return;
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}
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BotThinkCycles.Clock();
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Level->BotInfo.m_Thinking = true;
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Think ();
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Level->BotInfo.m_Thinking = false;
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BotThinkCycles.Unclock();
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}
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CVAR (Int, bot_next_color, 11, 0)
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CVAR (Bool, bot_observer, false, 0)
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CCMD (addbot)
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{
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if (gamestate != GS_LEVEL && gamestate != GS_INTERMISSION)
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{
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Printf ("Bots cannot be added when not in a game!\n");
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return;
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}
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if (!players[consoleplayer].settings_controller)
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{
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Printf ("Only setting controllers can add bots\n");
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return;
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}
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if (argv.argc() > 2)
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{
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Printf ("addbot [botname] : add a bot to the game\n");
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return;
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}
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if (argv.argc() > 1)
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currentUILevel->BotInfo.SpawnBot (argv[1]);
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else
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currentUILevel->BotInfo.SpawnBot (nullptr);
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}
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void FCajunMaster::ClearPlayer (int i, bool keepTeam)
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{
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if (players[i].mo)
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{
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players[i].mo->Destroy ();
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players[i].mo = nullptr;
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}
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botinfo_t *bot = botinfo;
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while (bot && stricmp (players[i].userinfo.GetName(), bot->name))
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bot = bot->next;
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if (bot)
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{
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bot->inuse = BOTINUSE_No;
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bot->lastteam = keepTeam ? players[i].userinfo.GetTeam() : TEAM_NONE;
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}
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if (players[i].Bot != nullptr)
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{
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players[i].Bot->Destroy ();
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players[i].Bot = nullptr;
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}
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players[i].~player_t();
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::new(&players[i]) player_t;
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players[i].userinfo.Reset();
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playeringame[i] = false;
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}
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CCMD (removebots)
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{
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if (!players[consoleplayer].settings_controller)
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{
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Printf ("Only setting controllers can remove bots\n");
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return;
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}
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Net_WriteByte (DEM_KILLBOTS);
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}
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CCMD (freeze)
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{
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if (CheckCheatmode ())
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return;
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if (netgame && !players[consoleplayer].settings_controller)
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{
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Printf ("Only setting controllers can use freeze mode\n");
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return;
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}
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Net_WriteByte (DEM_GENERICCHEAT);
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Net_WriteByte (CHT_FREEZE);
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}
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CCMD (listbots)
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{
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botinfo_t *thebot = currentUILevel->BotInfo.botinfo;
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int count = 0;
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while (thebot)
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{
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Printf ("%s%s\n", thebot->name, thebot->inuse == BOTINUSE_Yes ? " (active)" : "");
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thebot = thebot->next;
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count++;
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}
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Printf ("> %d bots\n", count);
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}
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// set the bot specific weapon information
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// This is intentionally not in the weapon definition anymore.
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BotInfoMap BotInfo;
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void InitBotStuff()
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{
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int lump;
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int lastlump = 0;
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while (-1 != (lump = Wads.FindLump("BOTSUPP", &lastlump)))
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{
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FScanner sc(lump);
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sc.SetCMode(true);
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while (sc.GetString())
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{
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PClassActor *wcls = PClass::FindActor(sc.String);
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if (wcls != nullptr && wcls->IsDescendantOf(NAME_Weapon))
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{
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BotInfoData bi = {};
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sc.MustGetStringName(",");
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sc.MustGetNumber();
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bi.MoveCombatDist = sc.Number;
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while (sc.CheckString(","))
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{
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sc.MustGetString();
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if (sc.Compare("BOT_REACTION_SKILL_THING"))
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{
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bi.flags |= BIF_BOT_REACTION_SKILL_THING;
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}
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else if (sc.Compare("BOT_EXPLOSIVE"))
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{
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bi.flags |= BIF_BOT_EXPLOSIVE;
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}
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else if (sc.Compare("BOT_BFG"))
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{
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bi.flags |= BIF_BOT_BFG;
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}
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else
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{
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PClassActor *cls = PClass::FindActor(sc.String);
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bi.projectileType = cls;
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if (cls == nullptr)
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{
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sc.ScriptError("Unknown token %s", sc.String);
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}
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}
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}
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BotInfo[wcls->TypeName] = bi;
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}
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else
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{
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sc.ScriptError("%s is not a weapon type", sc.String);
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}
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}
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}
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// Fixme: Export these, too.
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static const char *warnbotmissiles[] = { "PlasmaBall", "Ripper", "HornRodFX1" };
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for(unsigned i=0;i<countof(warnbotmissiles);i++)
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{
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AActor *a = GetDefaultByName (warnbotmissiles[i]);
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if (a != nullptr)
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{
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a->flags3|=MF3_WARNBOT;
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}
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}
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}
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