gzdoom-gles/src/b_bot.cpp
Christoph Oelckers fa3312e2a9 - moved gamestate_t to g_game.h.
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.
2019-01-31 00:28:43 +01:00

314 lines
7 KiB
C++

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