mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-08 22:11:09 +00:00
f8bc459a21
SVN r3287 (trunk)
653 lines
15 KiB
C++
653 lines
15 KiB
C++
/*******************************************
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* B_game.h *
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* Description: *
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* Misc things that has to do with the bot, *
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* like it's spawning etc. *
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* Makes the bot fit into game *
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* *
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*******************************************/
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/*The files which are modified for Cajun Purpose
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D_player.h (v0.85: added some variables)
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D_netcmd.c (v0.71)
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D_netcmd.h (v0.71)
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D_main.c (v0.71)
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D_ticcmd.h (v0.71)
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G_game.c (v0.95: Too make demorecording work somewhat)
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G_input.c (v0.95: added some keycommands)
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G_input.h (v0.95)
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P_mobj.c (v0.95: changed much in the P_MobjThinker(), a little in P_SpawnPlayerMissile(), maybee something else )
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P_mobj.h (v0.95: Removed some unnecessary variables)
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P_user.c (v0.95: It's only one change maybee it already was there in 0.71)
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P_inter.c (v0.95: lot of changes)
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P_pspr.c (v0.71)
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P_map.c (v0.95: Test missile for bots)
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P_tick.c (v0.95: Freeze mode things only)
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P_local.h (v0.95: added> extern int tmsectortype)
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Info.c (v0.95: maybee same as 0.71)
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Info.h (v0.95: maybee same as 0.71)
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M_menu.c (v0.95: an extra menu in the key setup with the new commands)
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R_main.c (v0.95: Fix for bot's view)
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wi_stuff.c (v0.97: To remove bots correct)
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(v0.85) Removed all my code from: P_enemy.c
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New file: b_move.c
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******************************************
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What I know has to be done. in near future.
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- Do some hunting/fleeing functions.
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- Make the roaming 100% flawfree.
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- Fix all SIGSEVS (Below is known SIGSEVS)
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-Nada (but they might be there)
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******************************************
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Everything that is changed is marked (maybe commented) with "Added by MC"
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*/
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#include "doomdef.h"
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#include "p_local.h"
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#include "b_bot.h"
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#include "g_game.h"
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#include "m_random.h"
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#include "doomstat.h"
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#include "cmdlib.h"
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#include "sc_man.h"
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#include "stats.h"
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#include "m_misc.h"
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#include "sbar.h"
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#include "p_acs.h"
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#include "teaminfo.h"
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#include "i_system.h"
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#include "d_net.h"
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#include "d_netinf.h"
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static FRandom pr_botspawn ("BotSpawn");
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//Externs
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FCajunMaster bglobal;
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cycle_t BotThinkCycles, BotSupportCycles;
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int BotWTG;
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static const char *BotConfigStrings[] =
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{
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"name",
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"aiming",
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"perfection",
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"reaction",
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"isp",
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"team",
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NULL
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};
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enum
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{
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BOTCFG_NAME,
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BOTCFG_AIMING,
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BOTCFG_PERFECTION,
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BOTCFG_REACTION,
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BOTCFG_ISP,
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BOTCFG_TEAM
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};
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static bool waitingforspawn[MAXPLAYERS];
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FCajunMaster::~FCajunMaster()
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{
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ForgetBots();
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}
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//This function is called every tick (from g_game.c),
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//send bots into thinking (+more).
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void FCajunMaster::Main (int buf)
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{
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int i;
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BotThinkCycles.Reset();
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if (consoleplayer != Net_Arbitrator || demoplayback)
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return;
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if (gamestate != GS_LEVEL)
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return;
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m_Thinking = true;
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//Think for bots.
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if (botnum)
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{
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BotThinkCycles.Clock();
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && players[i].mo && !freeze && players[i].isbot)
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Think (players[i].mo, &netcmds[i][buf]);
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}
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BotThinkCycles.Unclock();
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}
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//Add new bots?
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if (wanted_botnum > botnum && !freeze)
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{
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if (t_join == ((wanted_botnum - botnum) * SPAWN_DELAY))
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{
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if (!SpawnBot (getspawned[spawn_tries]))
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wanted_botnum--;
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spawn_tries++;
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}
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t_join--;
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}
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//Check if player should go observer. Or un observe
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if (bot_observer && !observer && !netgame)
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{
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Printf ("%s is now observer\n", players[consoleplayer].userinfo.netname);
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observer = true;
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players[consoleplayer].mo->UnlinkFromWorld ();
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players[consoleplayer].mo->flags = MF_DROPOFF|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOTDMATCH|MF_NOGRAVITY|MF_FRIENDLY;
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players[consoleplayer].mo->flags2 |= MF2_FLY;
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players[consoleplayer].mo->LinkToWorld ();
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}
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else if (!bot_observer && observer && !netgame) //Go back
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{
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Printf ("%s returned to the fray\n", players[consoleplayer].userinfo.netname);
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observer = false;
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players[consoleplayer].mo->UnlinkFromWorld ();
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players[consoleplayer].mo->flags = MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH|MF_FRIENDLY;
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players[consoleplayer].mo->flags2 &= ~MF2_FLY;
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players[consoleplayer].mo->LinkToWorld ();
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}
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m_Thinking = false;
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}
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void FCajunMaster::Init ()
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{
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int i;
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botnum = 0;
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firstthing = NULL;
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spawn_tries = 0;
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freeze = false;
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observer = false;
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body1 = NULL;
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body2 = NULL;
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//Remove all bots upon each level start, they'll get spawned instead.
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for (i = 0; i < MAXPLAYERS; i++)
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{
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waitingforspawn[i] = false;
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if (playeringame[i] && players[i].isbot)
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{
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CleanBotstuff (&players[i]);
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players[i].isbot = false;
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botingame[i] = false;
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}
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}
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if (ctf && teamplay == false)
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teamplay = true; //Need teamplay for ctf. (which is not done yet)
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t_join = (wanted_botnum + 1) * SPAWN_DELAY; //The + is to let player get away before the bots come in.
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if (botinfo == NULL)
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{
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LoadBots ();
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}
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else
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{
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botinfo_t *thebot = botinfo;
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while (thebot != NULL)
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{
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thebot->inuse = false;
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thebot = thebot->next;
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}
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}
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}
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//Called on each level exit (from g_game.c).
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void FCajunMaster::End ()
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{
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int i;
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//Arrange wanted botnum and their names, so they can be spawned next level.
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getspawned.Clear();
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && players[i].isbot)
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{
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if (deathmatch)
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{
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getspawned.Push(players[i].userinfo.netname);
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}
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CleanBotstuff (&players[i]);
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}
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}
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if (deathmatch)
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{
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wanted_botnum = botnum;
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}
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}
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//Name can be optional, if = NULL
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//then a random bot is spawned.
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//If no bot with name = name found
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//the function will CONS print an
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//error message and will not spawn
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//anything.
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//The color parameter can be either a
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//color (range from 0-10), or = NOCOLOR.
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//The color parameter overides bots
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//induvidual colors if not = NOCOLOR.
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bool FCajunMaster::SpawnBot (const char *name, int color)
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{
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int playernumber;
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//COLORS
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static const char colors[11][17] =
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{
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"\\color\\40 cf 00", //0 = Green
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"\\color\\b0 b0 b0", //1 = Gray
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"\\color\\50 50 60", //2 = Indigo
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"\\color\\8f 00 00", //3 = Deep Red
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"\\color\\ff ff ff", //4 = White
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"\\color\\ff af 3f", //5 = Bright Brown
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"\\color\\bf 00 00", //6 = Red
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"\\color\\00 00 ff", //7 = Blue
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"\\color\\00 00 7f", //8 = Dark Blue
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"\\color\\ff ff 00", //9 = Yellow
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"\\color\\cf df 90" //10 = Bleached Bone
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};
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for (playernumber = 0; playernumber < MAXPLAYERS; playernumber++)
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{
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if (!playeringame[playernumber] && !waitingforspawn[playernumber])
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{
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break;
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}
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}
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if (playernumber == MAXPLAYERS)
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{
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Printf ("The maximum of %d players/bots has been reached\n", MAXPLAYERS);
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return false;
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}
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botinfo_t *thebot;
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if (name)
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{
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thebot = botinfo;
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// Check if exist or already in the game.
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while (thebot && stricmp (name, thebot->name))
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thebot = thebot->next;
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if (thebot == NULL)
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{
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Printf ("couldn't find %s in %s\n", name, BOTFILENAME);
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return false;
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}
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else if (thebot->inuse)
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{
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Printf ("%s is already in the thick\n", name);
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return false;
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}
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}
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else if (botnum < loaded_bots)
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{
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bool vacant = false; //Spawn a random bot from bots.cfg if no name given.
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while (!vacant)
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{
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int rnum = (pr_botspawn() % loaded_bots);
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thebot = botinfo;
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while (rnum)
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--rnum, thebot = thebot->next;
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if (!thebot->inuse)
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vacant = true;
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}
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}
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else
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{
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Printf ("Couldn't spawn bot; no bot left in %s\n", BOTFILENAME);
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return false;
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}
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waitingforspawn[playernumber] = true;
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Net_WriteByte (DEM_ADDBOT);
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Net_WriteByte (playernumber);
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{
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//Set color.
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char concat[512];
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strcpy (concat, thebot->info);
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if (color == NOCOLOR && bot_next_color < NOCOLOR && bot_next_color >= 0)
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{
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strcat (concat, colors[bot_next_color]);
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}
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if (TeamLibrary.IsValidTeam (thebot->lastteam))
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{ // Keep the bot on the same team when switching levels
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mysnprintf (concat + strlen(concat), countof(concat) - strlen(concat),
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"\\team\\%d\n", thebot->lastteam);
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}
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Net_WriteString (concat);
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}
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players[playernumber].skill = thebot->skill;
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thebot->inuse = true;
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//Increment this.
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botnum++;
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return true;
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}
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void FCajunMaster::DoAddBot (int bnum, char *info)
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{
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BYTE *infob = (BYTE *)info;
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D_ReadUserInfoStrings (bnum, &infob, false);
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if (!deathmatch && playerstarts[bnum].type == 0)
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{
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Printf ("%s tried to join, but there was no player %d start\n",
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players[bnum].userinfo.netname, bnum+1);
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ClearPlayer (bnum, false); // Make the bot inactive again
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if (botnum > 0)
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{
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botnum--;
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}
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}
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else
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{
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multiplayer = true; //Prevents cheating and so on; emulates real netgame (almost).
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players[bnum].isbot = true;
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playeringame[bnum] = true;
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players[bnum].mo = NULL;
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players[bnum].playerstate = PST_ENTER;
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botingame[bnum] = true;
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if (teamplay)
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Printf ("%s joined the %s team\n", players[bnum].userinfo.netname,Teams[players[bnum].userinfo.team].GetName ());
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else
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Printf ("%s joined the game\n", players[bnum].userinfo.netname);
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G_DoReborn (bnum, true);
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if (StatusBar != NULL)
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{
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StatusBar->MultiplayerChanged ();
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}
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}
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waitingforspawn[bnum] = false;
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}
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void FCajunMaster::RemoveAllBots (bool fromlist)
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{
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int i, j;
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && botingame[i])
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{
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// If a player is looking through this bot's eyes, make him
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// look through his own eyes instead.
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for (j = 0; j < MAXPLAYERS; ++j)
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{
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if (i != j && playeringame[j] && !botingame[j])
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{
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if (players[j].camera == players[i].mo)
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{
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players[j].camera = players[j].mo;
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if (j == consoleplayer)
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{
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StatusBar->AttachToPlayer (players + j);
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}
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}
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}
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}
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ClearPlayer (i, !fromlist);
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FBehavior::StaticStartTypedScripts (SCRIPT_Disconnect, NULL, true, i);
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}
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}
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if (fromlist)
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{
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wanted_botnum = 0;
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for (i = 0; i < MAXPLAYERS; i++)
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waitingforspawn[i] = false;
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}
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botnum = 0;
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}
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//Clean the bot part of the player_t
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//Used when bots are respawned or at level starts.
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void FCajunMaster::CleanBotstuff (player_t *p)
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{
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p->angle = ANG45;
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p->dest = NULL;
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p->enemy = NULL; //The dead meat.
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p->missile = NULL; //A threatening missile that needs to be avoided.
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p->mate = NULL; //Friend (used for grouping in templay or coop.
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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.
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//Tickers
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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
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p->t_respawn = 0;
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p->t_strafe = 0;
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p->t_react = 0;
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//Misc bools
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p->isbot = true; //Important.
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p->first_shot = true; //Used for reaction skill.
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p->sleft = false; //If false, strafe is right.
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p->allround = false;
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}
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//------------------
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//Reads data for bot from
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//a .bot file.
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//The skills and other data should
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//be arranged as follows in the bot file:
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//
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//{
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// Name bot's name
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// Aiming 0-100
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// Perfection 0-100
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// Reaction 0-100
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// Isp 0-100 (Instincts of Self Preservation)
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// ??? any other valid userinfo strings can go here
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//}
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static void appendinfo (char *&front, const char *back)
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{
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char *newstr;
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if (front)
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{
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size_t newlen = strlen (front) + strlen (back) + 2;
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newstr = new char[newlen];
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strcpy (newstr, front);
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delete[] front;
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}
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else
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{
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size_t newlen = strlen (back) + 2;
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newstr = new char[newlen];
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newstr[0] = 0;
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}
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strcat (newstr, "\\");
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strcat (newstr, back);
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front = newstr;
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}
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void FCajunMaster::ForgetBots ()
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{
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botinfo_t *thebot = botinfo;
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while (thebot)
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{
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botinfo_t *next = thebot->next;
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delete[] thebot->name;
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delete[] thebot->info;
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delete thebot;
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thebot = next;
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}
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botinfo = NULL;
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loaded_bots = 0;
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}
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bool FCajunMaster::LoadBots ()
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{
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FScanner sc;
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FString tmp;
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bool gotteam = false;
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bglobal.ForgetBots ();
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#ifndef unix
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tmp = progdir;
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tmp += "zcajun/" BOTFILENAME;
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if (!FileExists (tmp))
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{
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DPrintf ("No " BOTFILENAME ", so no bots\n");
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return false;
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}
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#else
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tmp = GetUserFile (BOTFILENAME);
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if (!FileExists (tmp))
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{
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if (!FileExists (SHARE_DIR BOTFILENAME))
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{
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DPrintf ("No " BOTFILENAME ", so no bots\n");
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return false;
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}
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else
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sc.OpenFile (SHARE_DIR BOTFILENAME);
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}
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#endif
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else
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{
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sc.OpenFile (tmp);
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}
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while (sc.GetString ())
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{
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if (!sc.Compare ("{"))
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{
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sc.ScriptError ("Unexpected token '%s'\n", sc.String);
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}
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botinfo_t *newinfo = new botinfo_t;
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bool gotclass = false;
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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[16];
|
|
BYTE teamnum;
|
|
|
|
sc.MustGetString ();
|
|
if (IsNum (sc.String))
|
|
{
|
|
teamnum = atoi (sc.String);
|
|
if (!TeamLibrary.IsValidTeam (teamnum))
|
|
{
|
|
teamnum = TEAM_NONE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
teamnum = TEAM_NONE;
|
|
for (unsigned int i = 0; i < Teams.Size(); ++i)
|
|
{
|
|
if (stricmp (Teams[i].GetName (), sc.String) == 0)
|
|
{
|
|
teamnum = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
appendinfo (newinfo->info, "team");
|
|
mysnprintf (teamstr, countof(teamstr), "%d", 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++;
|
|
}
|
|
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 = %d",
|
|
BotThinkCycles.TimeMS(), BotSupportCycles.TimeMS(),
|
|
BotWTG);
|
|
return out;
|
|
}
|