// 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" 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 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;iIsDescendantOf(RUNTIME_CLASS(AWeapon))) { 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;iflags3|=MF3_WARNBOT; } } }