gzdoom/src/b_bot.cpp
Christoph Oelckers 96d328de9b - removed all Doom Source license and all default Raven copyright headers and replaced them with GPLv3. Also fixed the license in a few other files.
For some files that had the Doom Source license attached but saw heavy external contributions over the years I added a special note to license all original ZDoom code under BSD.
2017-04-17 13:33:19 +02:00

322 lines
8.4 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 "m_argv.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 "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.
void InitBotStuff()
{
static struct BotInit
{
const char *type;
int movecombatdist;
int weaponflags;
const char *projectile;
} botinits[] = {
{ "Pistol", 25000000, 0, NULL },
{ "Shotgun", 24000000, 0, NULL },
{ "SuperShotgun", 15000000, 0, NULL },
{ "Chaingun", 27000000, 0, NULL },
{ "RocketLauncher", 18350080, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE, "Rocket" },
{ "PlasmaRifle", 27000000, 0, "PlasmaBall" },
{ "BFG9000", 10000000, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_BFG, "BFGBall" },
{ "GoldWand", 25000000, 0, NULL },
{ "GoldWandPowered", 25000000, 0, NULL },
{ "Crossbow", 24000000, 0, "CrossbowFX1" },
{ "CrossbowPowered", 24000000, 0, "CrossbowFX2" },
{ "Blaster", 27000000, 0, NULL },
{ "BlasterPowered", 27000000, 0, "BlasterFX1" },
{ "SkullRod", 27000000, 0, "HornRodFX1" },
{ "SkullRodPowered", 27000000, 0, "HornRodFX2" },
{ "PhoenixRod", 18350080, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE, "PhoenixFX1" },
{ "Mace", 27000000, WIF_BOT_REACTION_SKILL_THING, "MaceFX2" },
{ "MacePowered", 27000000, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE, "MaceFX4" },
{ "FWeapHammer", 22000000, 0, "HammerMissile" },
{ "FWeapQuietus", 20000000, 0, "FSwordMissile" },
{ "CWeapStaff", 25000000, 0, "CStaffMissile" },
{ "CWeapFlane", 27000000, 0, "CFlameMissile" },
{ "MWeapWand", 25000000, 0, "MageWandMissile" },
{ "CWeapWraithverge", 22000000, 0, "HolyMissile" },
{ "MWeapFrost", 19000000, 0, "FrostMissile" },
{ "MWeapLightning", 23000000, 0, "LightningFloor" },
{ "MWeapBloodscourge", 20000000, 0, "MageStaffFX2" },
{ "StrifeCrossbow", 24000000, 0, "ElectricBolt" },
{ "StrifeCrossbow2", 24000000, 0, "PoisonBolt" },
{ "AssaultGun", 27000000, 0, NULL },
{ "MiniMissileLauncher", 18350080, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE, "MiniMissile" },
{ "FlameThrower", 24000000, 0, "FlameMissile" },
{ "Mauler", 15000000, 0, NULL },
{ "Mauler2", 10000000, 0, "MaulerTorpedo" },
{ "StrifeGrenadeLauncher", 18350080, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE, "HEGrenade" },
{ "StrifeGrenadeLauncher2", 18350080, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE, "PhosphorousGrenade" },
};
for(unsigned i=0;i<sizeof(botinits)/sizeof(botinits[0]);i++)
{
const PClass *cls = PClass::FindClass(botinits[i].type);
if (cls != NULL && cls->IsDescendantOf(NAME_Weapon))
{
AWeapon *w = (AWeapon*)GetDefaultByType(cls);
if (w != NULL)
{
w->MoveCombatDist = botinits[i].movecombatdist/65536.;
w->WeaponFlags |= botinits[i].weaponflags;
w->ProjectileType = PClass::FindActor(botinits[i].projectile);
}
}
}
static const char *warnbotmissiles[] = { "PlasmaBall", "Ripper", "HornRodFX1" };
for(unsigned i=0;i<countof(warnbotmissiles);i++)
{
AActor *a = GetDefaultByName (warnbotmissiles[i]);
if (a != NULL)
{
a->flags3|=MF3_WARNBOT;
}
}
}