2006-02-24 04:48:15 +00:00
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/*******************************************
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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 "r_things.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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static FRandom pr_botspawn ("BotSpawn");
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//Externs
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DCajunMaster bglobal;
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cycle_t BotThinkCycles, BotSupportCycles, 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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void G_DoReborn (int playernum, bool freshbot);
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2006-05-11 04:00:58 +00:00
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DCajunMaster::~DCajunMaster()
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{
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ForgetBots();
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2006-05-12 03:14:40 +00:00
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if (getspawned != NULL)
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{
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delete getspawned;
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getspawned = NULL;
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}
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2006-05-11 04:00:58 +00:00
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}
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2006-02-24 04:48:15 +00:00
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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 DCajunMaster::Main (int buf)
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{
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int i;
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BotThinkCycles = 0;
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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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clock (BotThinkCycles);
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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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unclock (BotThinkCycles);
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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->GetArg (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)
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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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2006-04-10 21:54:50 +00:00
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players[consoleplayer].mo->flags = MF_DROPOFF|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOTDMATCH|MF_NOGRAVITY|MF_FRIENDLY;
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2006-02-24 04:48:15 +00:00
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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) //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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2006-04-10 21:54:50 +00:00
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players[consoleplayer].mo->flags = MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH|MF_FRIENDLY;
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2006-02-24 04:48:15 +00:00
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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 DCajunMaster::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 DCajunMaster::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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if (getspawned)
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getspawned->FlushArgs ();
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else
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getspawned = new DArgs;
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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->AppendArg (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 DCajunMaster::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 (thebot->lastteam < NUM_TEAMS)
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{ // Keep the bot on the same team when switching levels
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sprintf (concat+strlen(concat), "\\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 DCajunMaster::DoAddBot (int bnum, char *info)
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{
|
2006-09-14 00:02:31 +00:00
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BYTE *infob = (BYTE *)info;
|
2006-05-26 04:38:22 +00:00
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D_ReadUserInfoStrings (bnum, &infob, false);
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2006-02-24 04:48:15 +00:00
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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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- Added some hackery at the start of MouseRead_Win32() that prevents it from
yanking the mouse around if they keys haven't been read yet to combat the
same situation that causes the keyboard to return DIERR_NOTACQUIRED in
KeyRead(): The window is sort of in focus and sort of not. User.dll
considers it to be focused and it's drawn as such, but another focused
window is on top of it, and DirectInput doesn't see it as focused.
- Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it
handles DIERR_INPUTLOST errors. This can happen if our window had the
focus stolen away from it before we tried to acquire the keyboard in
DI_Init2(). Strangely, MouseRead_DI() already did this.
- When a stack overflow occurs, report.txt now only includes the first and
last 16KB of the stack to make it more manageable.
- Limited StreamEditBinary() to the first 64KB of the file to keep it from
taking too long on large dumps.
- And now I know why gathering crash information in the same process that
crashed can be bad: Stack overflows. You get one spare page to play with
when the stack overflows. MiniDumpWriteDump() needs more than that and
causes an access violation when it runs out of leftover stack, silently
terminating the application. Windows XP x64 offers SetThreadStackGuarantee()
to increase this, but that isn't available on anything older, including
32-bit XP. To get around this, a new thread is created to write the mini
dump when the stack overflows.
- Changed A_Burnination() to be closer to Strife's.
- Fixed: When playing back demos, DoAddBot() can be called without an
associated call to SpawnBot(). So if the bot can't spawn, botnum can
go negative, which will cause problems later in DCajunMaster::Main()
when it sees that wanted_botnum (0) is higher than botnum (-1).
- Fixed: Stopping demo recording in multiplayer games should not abruptly
drop the recorder out of the game without notifying the other players.
In fact, there's no reason why it should drop them out of multiplayer at
all.
- Fixed: Earthquakes were unreliable in multiplayer games because
P_PredictPlayer() did not preserve the player's xviewshift.
- Fixed: PlayerIsGone() needs to stop any scripts that belong to the player
who left, in addition to executing disconnect scripts.
- Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo
in case the player left but somebody still has a reference to their actor.
- Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior
and set Buffer to NULL.
- Improved feedback for network game initialization with the console ticker.
- Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source
directory. They are identical, so keeping two copies of them is bad.
- Fixed: (At least with Creative's driver's,) EAX settings are global and not
per-application. So if you play a multiplayer ZDoom game on one computer
(or even another EAX-using application), ZDoom needs to restore the
environment when it regains focus.
- Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently,
PacketGet can receive ECONNRESET from nodes that aren't in the game. It
should be safe to just ignore these packets.
- Fixed: PlayerIsGone() should set the gone player's camera to NULL in case
the player who left was player 0. This is because if a remaining player
receives a "recoverable" error, they will become player 0. Once that happens,
they game will try to update sounds through their camera and crash in
FMODSoundRenderer::UpdateListener() because the zones array is now NULL.
G_NewInit() should also clear all the player structures.
SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
|
|
|
if (botnum > 0)
|
|
|
|
{
|
|
|
|
botnum--;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
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;
|
|
|
|
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 ()
|
|
|
|
{
|
2006-05-03 22:45:01 +00:00
|
|
|
FString tmp;
|
2006-02-24 04:48:15 +00:00
|
|
|
bool gotteam = false;
|
|
|
|
|
|
|
|
bglobal.ForgetBots ();
|
|
|
|
#ifndef unix
|
|
|
|
tmp = progdir;
|
|
|
|
tmp += "zcajun/" BOTFILENAME;
|
2006-05-03 22:45:01 +00:00
|
|
|
if (!FileExists (tmp))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
DPrintf ("No " BOTFILENAME ", so no bots\n");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
#else
|
|
|
|
tmp = GetUserFile (BOTFILENAME);
|
2006-05-03 22:45:01 +00:00
|
|
|
if (!FileExists (tmp))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
if (!FileExists (SHARE_DIR BOTFILENAME))
|
|
|
|
{
|
|
|
|
DPrintf ("No " BOTFILENAME ", so no bots\n");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
SC_OpenFile (SHARE_DIR BOTFILENAME);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
else
|
|
|
|
{
|
2006-05-03 22:45:01 +00:00
|
|
|
SC_OpenFile (tmp);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
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[4];
|
|
|
|
unsigned int teamnum;
|
|
|
|
|
|
|
|
SC_MustGetString ();
|
|
|
|
if (IsNum (sc_String))
|
|
|
|
{
|
|
|
|
teamnum = atoi (sc_String);
|
|
|
|
if (teamnum >= NUM_TEAMS)
|
|
|
|
{
|
|
|
|
teamnum = TEAM_None;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
teamnum = TEAM_None;
|
|
|
|
for (int i = 0; i < NUM_TEAMS; ++i)
|
|
|
|
{
|
|
|
|
if (stricmp (TeamNames[i], sc_String) == 0)
|
|
|
|
{
|
|
|
|
teamnum = i;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
appendinfo (newinfo->info, "team");
|
|
|
|
sprintf (teamstr, "%u", 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;
|
|
|
|
}
|
|
|
|
|
2006-09-14 00:02:31 +00:00
|
|
|
ADD_STAT (bots)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-09-14 00:02:31 +00:00
|
|
|
FString out;
|
|
|
|
out.Format ("think = %04.1f ms support = %04.1f ms wtg = %llu",
|
2006-02-24 04:48:15 +00:00
|
|
|
(double)BotThinkCycles * 1000 * SecondsPerCycle,
|
|
|
|
(double)BotSupportCycles * 1000 * SecondsPerCycle,
|
|
|
|
BotWTG);
|
2006-09-14 00:02:31 +00:00
|
|
|
return out;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|