qzdoom-gpl/src/b_game.cpp
2007-12-26 05:03:14 +00:00

662 lines
15 KiB
C++

/*******************************************
* B_game.h *
* Description: *
* Misc things that has to do with the bot, *
* like it's spawning etc. *
* Makes the bot fit into game *
* *
*******************************************/
/*The files which are modified for Cajun Purpose
D_player.h (v0.85: added some variables)
D_netcmd.c (v0.71)
D_netcmd.h (v0.71)
D_main.c (v0.71)
D_ticcmd.h (v0.71)
G_game.c (v0.95: Too make demorecording work somewhat)
G_input.c (v0.95: added some keycommands)
G_input.h (v0.95)
P_mobj.c (v0.95: changed much in the P_MobjThinker(), a little in P_SpawnPlayerMissile(), maybee something else )
P_mobj.h (v0.95: Removed some unnecessary variables)
P_user.c (v0.95: It's only one change maybee it already was there in 0.71)
P_inter.c (v0.95: lot of changes)
P_pspr.c (v0.71)
P_map.c (v0.95: Test missile for bots)
P_tick.c (v0.95: Freeze mode things only)
P_local.h (v0.95: added> extern int tmsectortype)
Info.c (v0.95: maybee same as 0.71)
Info.h (v0.95: maybee same as 0.71)
M_menu.c (v0.95: an extra menu in the key setup with the new commands)
R_main.c (v0.95: Fix for bot's view)
wi_stuff.c (v0.97: To remove bots correct)
(v0.85) Removed all my code from: P_enemy.c
New file: b_move.c
******************************************
What I know has to be done. in near future.
- Do some hunting/fleeing functions.
- Make the roaming 100% flawfree.
- Fix all SIGSEVS (Below is known SIGSEVS)
-Nada (but they might be there)
******************************************
Everything that is changed is marked (maybe commented) with "Added by MC"
*/
#include "doomdef.h"
#include "p_local.h"
#include "b_bot.h"
#include "g_game.h"
#include "m_random.h"
#include "r_things.h"
#include "doomstat.h"
#include "cmdlib.h"
#include "sc_man.h"
#include "stats.h"
#include "m_misc.h"
#include "sbar.h"
#include "p_acs.h"
#include "teaminfo.h"
static FRandom pr_botspawn ("BotSpawn");
//Externs
DCajunMaster bglobal;
cycle_t BotThinkCycles, BotSupportCycles, BotWTG;
static const char *BotConfigStrings[] =
{
"name",
"aiming",
"perfection",
"reaction",
"isp",
"team",
NULL
};
enum
{
BOTCFG_NAME,
BOTCFG_AIMING,
BOTCFG_PERFECTION,
BOTCFG_REACTION,
BOTCFG_ISP,
BOTCFG_TEAM
};
static bool waitingforspawn[MAXPLAYERS];
void G_DoReborn (int playernum, bool freshbot);
DCajunMaster::~DCajunMaster()
{
ForgetBots();
if (getspawned != NULL)
{
delete getspawned;
getspawned = NULL;
}
}
//This function is called every tick (from g_game.c),
//send bots into thinking (+more).
void DCajunMaster::Main (int buf)
{
int i;
BotThinkCycles = 0;
if (consoleplayer != Net_Arbitrator || demoplayback)
return;
if (gamestate != GS_LEVEL)
return;
m_Thinking = true;
//Think for bots.
if (botnum)
{
clock (BotThinkCycles);
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].mo && !freeze && players[i].isbot)
Think (players[i].mo, &netcmds[i][buf]);
}
unclock (BotThinkCycles);
}
//Add new bots?
if (wanted_botnum > botnum && !freeze)
{
if (t_join == ((wanted_botnum - botnum) * SPAWN_DELAY))
{
if (!SpawnBot (getspawned->GetArg (spawn_tries)))
wanted_botnum--;
spawn_tries++;
}
t_join--;
}
//Check if player should go observer. Or un observe
if (bot_observer && !observer && !netgame)
{
Printf ("%s is now observer\n", players[consoleplayer].userinfo.netname);
observer = true;
players[consoleplayer].mo->UnlinkFromWorld ();
players[consoleplayer].mo->flags = MF_DROPOFF|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOTDMATCH|MF_NOGRAVITY|MF_FRIENDLY;
players[consoleplayer].mo->flags2 |= MF2_FLY;
players[consoleplayer].mo->LinkToWorld ();
}
else if (!bot_observer && observer && !netgame) //Go back
{
Printf ("%s returned to the fray\n", players[consoleplayer].userinfo.netname);
observer = false;
players[consoleplayer].mo->UnlinkFromWorld ();
players[consoleplayer].mo->flags = MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH|MF_FRIENDLY;
players[consoleplayer].mo->flags2 &= ~MF2_FLY;
players[consoleplayer].mo->LinkToWorld ();
}
m_Thinking = false;
}
void DCajunMaster::Init ()
{
int i;
botnum = 0;
firstthing = NULL;
spawn_tries = 0;
freeze = false;
observer = false;
body1 = NULL;
body2 = NULL;
//Remove all bots upon each level start, they'll get spawned instead.
for (i = 0; i < MAXPLAYERS; i++)
{
waitingforspawn[i] = false;
if (playeringame[i] && players[i].isbot)
{
CleanBotstuff (&players[i]);
players[i].isbot = false;
botingame[i] = false;
}
}
if (ctf && teamplay == false)
teamplay = true; //Need teamplay for ctf. (which is not done yet)
t_join = (wanted_botnum + 1) * SPAWN_DELAY; //The + is to let player get away before the bots come in.
if (botinfo == NULL)
{
LoadBots ();
}
else
{
botinfo_t *thebot = botinfo;
while (thebot != NULL)
{
thebot->inuse = false;
thebot = thebot->next;
}
}
}
//Called on each level exit (from g_game.c).
void DCajunMaster::End ()
{
int i;
//Arrange wanted botnum and their names, so they can be spawned next level.
if (getspawned)
getspawned->FlushArgs ();
else
getspawned = new DArgs;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].isbot)
{
if (deathmatch)
{
getspawned->AppendArg (players[i].userinfo.netname);
}
CleanBotstuff (&players[i]);
}
}
if (deathmatch)
{
wanted_botnum = botnum;
}
}
//Name can be optional, if = NULL
//then a random bot is spawned.
//If no bot with name = name found
//the function will CONS print an
//error message and will not spawn
//anything.
//The color parameter can be either a
//color (range from 0-10), or = NOCOLOR.
//The color parameter overides bots
//induvidual colors if not = NOCOLOR.
bool DCajunMaster::SpawnBot (const char *name, int color)
{
int playernumber;
//COLORS
static const char colors[11][17] =
{
"\\color\\40 cf 00", //0 = Green
"\\color\\b0 b0 b0", //1 = Gray
"\\color\\50 50 60", //2 = Indigo
"\\color\\8f 00 00", //3 = Deep Red
"\\color\\ff ff ff", //4 = White
"\\color\\ff af 3f", //5 = Bright Brown
"\\color\\bf 00 00", //6 = Red
"\\color\\00 00 ff", //7 = Blue
"\\color\\00 00 7f", //8 = Dark Blue
"\\color\\ff ff 00", //9 = Yellow
"\\color\\cf df 90" //10 = Bleached Bone
};
for (playernumber = 0; playernumber < MAXPLAYERS; playernumber++)
{
if (!playeringame[playernumber] && !waitingforspawn[playernumber])
{
break;
}
}
if (playernumber == MAXPLAYERS)
{
Printf ("The maximum of %d players/bots has been reached\n", MAXPLAYERS);
return false;
}
botinfo_t *thebot;
if (name)
{
thebot = botinfo;
// Check if exist or already in the game.
while (thebot && stricmp (name, thebot->name))
thebot = thebot->next;
if (thebot == NULL)
{
Printf ("couldn't find %s in %s\n", name, BOTFILENAME);
return false;
}
else if (thebot->inuse)
{
Printf ("%s is already in the thick\n", name);
return false;
}
}
else if (botnum < loaded_bots)
{
bool vacant = false; //Spawn a random bot from bots.cfg if no name given.
while (!vacant)
{
int rnum = (pr_botspawn() % loaded_bots);
thebot = botinfo;
while (rnum)
--rnum, thebot = thebot->next;
if (!thebot->inuse)
vacant = true;
}
}
else
{
Printf ("Couldn't spawn bot; no bot left in %s\n", BOTFILENAME);
return false;
}
waitingforspawn[playernumber] = true;
Net_WriteByte (DEM_ADDBOT);
Net_WriteByte (playernumber);
{
//Set color.
char concat[512];
strcpy (concat, thebot->info);
if (color == NOCOLOR && bot_next_color < NOCOLOR && bot_next_color >= 0)
{
strcat (concat, colors[bot_next_color]);
}
if (TEAMINFO_IsValidTeam (thebot->lastteam))
{ // Keep the bot on the same team when switching levels
sprintf (concat+strlen(concat), "\\team\\%d\n", thebot->lastteam);
}
Net_WriteString (concat);
}
players[playernumber].skill = thebot->skill;
thebot->inuse = true;
//Increment this.
botnum++;
return true;
}
void DCajunMaster::DoAddBot (int bnum, char *info)
{
BYTE *infob = (BYTE *)info;
D_ReadUserInfoStrings (bnum, &infob, false);
if (!deathmatch && playerstarts[bnum].type == 0)
{
Printf ("%s tried to join, but there was no player %d start\n",
players[bnum].userinfo.netname, bnum+1);
ClearPlayer (bnum, false); // Make the bot inactive again
if (botnum > 0)
{
botnum--;
}
}
else
{
multiplayer = true; //Prevents cheating and so on; emulates real netgame (almost).
players[bnum].isbot = true;
playeringame[bnum] = true;
players[bnum].mo = NULL;
players[bnum].playerstate = PST_ENTER;
botingame[bnum] = true;
if (teamplay)
Printf ("%s joined the %s team\n", players[bnum].userinfo.netname, teams[players[bnum].userinfo.team].name.GetChars ());
else
Printf ("%s joined the game\n", players[bnum].userinfo.netname);
G_DoReborn (bnum, true);
if (StatusBar != NULL)
{
StatusBar->MultiplayerChanged ();
}
}
waitingforspawn[bnum] = false;
}
void DCajunMaster::RemoveAllBots (bool fromlist)
{
int i, j;
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && botingame[i])
{
// If a player is looking through this bot's eyes, make him
// look through his own eyes instead.
for (j = 0; j < MAXPLAYERS; ++j)
{
if (i != j && playeringame[j] && !botingame[j])
{
if (players[j].camera == players[i].mo)
{
players[j].camera = players[j].mo;
if (j == consoleplayer)
{
StatusBar->AttachToPlayer (players + j);
}
}
}
}
ClearPlayer (i, !fromlist);
FBehavior::StaticStartTypedScripts (SCRIPT_Disconnect, NULL, true, i);
}
}
if (fromlist)
{
wanted_botnum = 0;
for (i = 0; i < MAXPLAYERS; i++)
waitingforspawn[i] = false;
}
botnum = 0;
}
//Clean the bot part of the player_t
//Used when bots are respawned or at level starts.
void DCajunMaster::CleanBotstuff (player_t *p)
{
p->angle = ANG45;
p->dest = NULL;
p->enemy = NULL; //The dead meat.
p->missile = NULL; //A threatening missile that needs to be avoided.
p->mate = NULL; //Friend (used for grouping in templay or coop.
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.
//Tickers
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
p->t_respawn = 0;
p->t_strafe = 0;
p->t_react = 0;
//Misc bools
p->isbot = true; //Important.
p->first_shot = true; //Used for reaction skill.
p->sleft = false; //If false, strafe is right.
p->allround = false;
}
//------------------
//Reads data for bot from
//a .bot file.
//The skills and other data should
//be arranged as follows in the bot file:
//
//{
// Name bot's name
// Aiming 0-100
// Perfection 0-100
// Reaction 0-100
// Isp 0-100 (Instincts of Self Preservation)
// ??? any other valid userinfo strings can go here
//}
static void appendinfo (char *&front, const char *back)
{
char *newstr;
if (front)
{
size_t newlen = strlen (front) + strlen (back) + 2;
newstr = new char[newlen];
strcpy (newstr, front);
delete[] front;
}
else
{
size_t newlen = strlen (back) + 2;
newstr = new char[newlen];
}
strcat (newstr, "\\");
strcat (newstr, back);
front = newstr;
}
void DCajunMaster::ForgetBots ()
{
botinfo_t *thebot = botinfo;
while (thebot)
{
botinfo_t *next = thebot->next;
delete[] thebot->name;
delete[] thebot->info;
delete thebot;
thebot = next;
}
botinfo = NULL;
loaded_bots = 0;
}
bool DCajunMaster::LoadBots ()
{
FString tmp;
bool gotteam = false;
bglobal.ForgetBots ();
#ifndef unix
tmp = progdir;
tmp += "zcajun/" BOTFILENAME;
if (!FileExists (tmp))
{
DPrintf ("No " BOTFILENAME ", so no bots\n");
return false;
}
#else
tmp = GetUserFile (BOTFILENAME);
if (!FileExists (tmp))
{
if (!FileExists (SHARE_DIR BOTFILENAME))
{
DPrintf ("No " BOTFILENAME ", so no bots\n");
return false;
}
else
SC_OpenFile (SHARE_DIR BOTFILENAME);
}
#endif
else
{
SC_OpenFile (tmp);
}
while (SC_GetString ())
{
if (!SC_Compare ("{"))
{
SC_ScriptError ("Unexpected token '%s'\n", sc_String);
}
botinfo_t *newinfo = new botinfo_t;
bool gotclass = false;
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];
unsigned int teamnum;
SC_MustGetString ();
if (IsNum (sc_String))
{
teamnum = atoi (sc_String);
if (!TEAMINFO_IsValidTeam (teamnum))
{
teamnum = TEAM_None;
}
}
else
{
teamnum = TEAM_None;
for (int i = 0; i < int(teams.Size()); ++i)
{
if (stricmp (teams[i].name, sc_String) == 0)
{
teamnum = i;
break;
}
}
}
appendinfo (newinfo->info, "team");
sprintf (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++;
}
SC_Close ();
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 = %llu",
(double)BotThinkCycles * 1000 * SecondsPerCycle,
(double)BotSupportCycles * 1000 * SecondsPerCycle,
BotWTG);
return out;
}