/* ** ** **--------------------------------------------------------------------------- ** 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 "doomstat.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" 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) DBot::DBot () : DThinker(STAT_BOT) { Clear (); } void DBot::Clear () { player = NULL; Angle = 0.; dest = NULL; prev = NULL; enemy = NULL; missile = NULL; mate = NULL; last_mate = NULL; 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 == NULL || bglobal.freeze) { return; } BotThinkCycles.Clock(); bglobal.m_Thinking = true; Think (); bglobal.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) bglobal.SpawnBot (argv[1]); else bglobal.SpawnBot (NULL); } void FCajunMaster::ClearPlayer (int i, bool keepTeam) { if (players[i].mo) { players[i].mo->Destroy (); players[i].mo = NULL; } 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 != NULL) { players[i].Bot->Destroy (); players[i].Bot = NULL; } 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 = bglobal.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 != NULL && 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;iflags3|=MF3_WARNBOT; } } }