mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 21:11:39 +00:00
fd7ed2bc25
- "If it ain't broke, don't fix it." - Some of the changes were downright wrong and some were pointless, so undo everything that doesn't look like an actual improvement.
287 lines
6.7 KiB
C++
287 lines
6.7 KiB
C++
// Cajun bot
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//
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// [RH] Moved console commands out of d_netcmd.c (in Cajun source), because
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// they don't really belong there.
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "b_bot.h"
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#include "m_argv.h"
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#include "doomstat.h"
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#include "p_local.h"
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#include "cmdlib.h"
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#include "teaminfo.h"
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#include "d_net.h"
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#include "farchive.h"
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IMPLEMENT_POINTY_CLASS(DBot)
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DECLARE_POINTER(dest)
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DECLARE_POINTER(prev)
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DECLARE_POINTER(enemy)
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DECLARE_POINTER(missile)
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DECLARE_POINTER(mate)
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DECLARE_POINTER(last_mate)
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END_POINTERS
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DBot::DBot ()
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: DThinker(STAT_BOT)
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{
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Clear ();
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}
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void DBot::Clear ()
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{
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player = NULL;
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angle = 0;
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dest = NULL;
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prev = NULL;
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enemy = NULL;
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missile = NULL;
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mate = NULL;
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last_mate = NULL;
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memset(&skill, 0, sizeof(skill));
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t_active = 0;
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t_respawn = 0;
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t_strafe = 0;
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t_react = 0;
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t_fight = 0;
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t_roam = 0;
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t_rocket = 0;
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first_shot = true;
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sleft = false;
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allround = false;
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increase = false;
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oldx = 0;
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oldy = 0;
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}
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void DBot::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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if (SaveVersion < 4515)
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{
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angle_t savedyaw;
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int savedpitch;
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arc << savedyaw
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<< savedpitch;
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}
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else
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{
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arc << player;
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}
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arc << angle
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<< dest
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<< prev
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<< enemy
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<< missile
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<< mate
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<< last_mate
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<< skill
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<< t_active
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<< t_respawn
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<< t_strafe
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<< t_react
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<< t_fight
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<< t_roam
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<< t_rocket
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<< first_shot
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<< sleft
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<< allround
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<< increase
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<< oldx
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<< oldy;
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}
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void DBot::Tick ()
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{
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Super::Tick ();
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if (player->mo == NULL || bglobal.freeze)
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{
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return;
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}
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BotThinkCycles.Clock();
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bglobal.m_Thinking = true;
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Think ();
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bglobal.m_Thinking = false;
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BotThinkCycles.Unclock();
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}
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CVAR (Int, bot_next_color, 11, 0)
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CVAR (Bool, bot_observer, false, 0)
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CCMD (addbot)
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{
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if (gamestate != GS_LEVEL && gamestate != GS_INTERMISSION)
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{
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Printf ("Bots cannot be added when not in a game!\n");
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return;
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}
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if (!players[consoleplayer].settings_controller)
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{
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Printf ("Only setting controllers can add bots\n");
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return;
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}
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if (argv.argc() > 2)
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{
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Printf ("addbot [botname] : add a bot to the game\n");
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return;
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}
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if (argv.argc() > 1)
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bglobal.SpawnBot (argv[1]);
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else
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bglobal.SpawnBot (NULL);
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}
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void FCajunMaster::ClearPlayer (int i, bool keepTeam)
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{
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if (players[i].mo)
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{
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players[i].mo->Destroy ();
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players[i].mo = NULL;
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}
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botinfo_t *bot = botinfo;
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while (bot && stricmp (players[i].userinfo.GetName(), bot->name))
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bot = bot->next;
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if (bot)
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{
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bot->inuse = BOTINUSE_No;
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bot->lastteam = keepTeam ? players[i].userinfo.GetTeam() : TEAM_NONE;
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}
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if (players[i].Bot != NULL)
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{
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players[i].Bot->Destroy ();
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players[i].Bot = NULL;
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}
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players[i].~player_t();
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::new(&players[i]) player_t;
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players[i].userinfo.Reset();
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playeringame[i] = false;
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}
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CCMD (removebots)
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{
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if (!players[consoleplayer].settings_controller)
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{
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Printf ("Only setting controllers can remove bots\n");
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return;
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}
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Net_WriteByte (DEM_KILLBOTS);
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}
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CCMD (freeze)
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{
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if (CheckCheatmode ())
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return;
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if (netgame && !players[consoleplayer].settings_controller)
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{
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Printf ("Only setting controllers can use freeze mode\n");
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return;
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}
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Net_WriteByte (DEM_GENERICCHEAT);
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Net_WriteByte (CHT_FREEZE);
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}
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CCMD (listbots)
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{
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botinfo_t *thebot = bglobal.botinfo;
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int count = 0;
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while (thebot)
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{
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Printf ("%s%s\n", thebot->name, thebot->inuse == BOTINUSE_Yes ? " (active)" : "");
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thebot = thebot->next;
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count++;
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}
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Printf ("> %d bots\n", count);
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}
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FArchive &operator<< (FArchive &arc, botskill_t &skill)
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{
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return arc << skill.aiming << skill.perfection << skill.reaction << skill.isp;
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}
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// set the bot specific weapon information
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// This is intentionally not in the weapon definition anymore.
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void InitBotStuff()
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{
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static struct BotInit
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{
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const char *type;
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int movecombatdist;
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int weaponflags;
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const char *projectile;
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} botinits[] = {
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{ "Pistol", 25000000, 0, NULL },
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{ "Shotgun", 24000000, 0, NULL },
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{ "SuperShotgun", 15000000, 0, NULL },
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{ "Chaingun", 27000000, 0, NULL },
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{ "RocketLauncher", 18350080, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE, "Rocket" },
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{ "PlasmaRifle", 27000000, 0, "PlasmaBall" },
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{ "BFG9000", 10000000, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_BFG, "BFGBall" },
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{ "GoldWand", 25000000, 0, NULL },
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{ "GoldWandPowered", 25000000, 0, NULL },
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{ "Crossbow", 24000000, 0, "CrossbowFX1" },
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{ "CrossbowPowered", 24000000, 0, "CrossbowFX2" },
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{ "Blaster", 27000000, 0, NULL },
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{ "BlasterPowered", 27000000, 0, "BlasterFX1" },
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{ "SkullRod", 27000000, 0, "HornRodFX1" },
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{ "SkullRodPowered", 27000000, 0, "HornRodFX2" },
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{ "PhoenixRod", 18350080, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE, "PhoenixFX1" },
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{ "Mace", 27000000, WIF_BOT_REACTION_SKILL_THING, "MaceFX2" },
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{ "MacePowered", 27000000, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE, "MaceFX4" },
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{ "FWeapHammer", 22000000, 0, "HammerMissile" },
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{ "FWeapQuietus", 20000000, 0, "FSwordMissile" },
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{ "CWeapStaff", 25000000, 0, "CStaffMissile" },
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{ "CWeapFlane", 27000000, 0, "CFlameMissile" },
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{ "MWeapWand", 25000000, 0, "MageWandMissile" },
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{ "CWeapWraithverge", 22000000, 0, "HolyMissile" },
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{ "MWeapFrost", 19000000, 0, "FrostMissile" },
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{ "MWeapLightning", 23000000, 0, "LightningFloor" },
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{ "MWeapBloodscourge", 20000000, 0, "MageStaffFX2" },
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{ "StrifeCrossbow", 24000000, 0, "ElectricBolt" },
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{ "StrifeCrossbow2", 24000000, 0, "PoisonBolt" },
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{ "AssaultGun", 27000000, 0, NULL },
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{ "MiniMissileLauncher", 18350080, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE, "MiniMissile" },
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{ "FlameThrower", 24000000, 0, "FlameMissile" },
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{ "Mauler", 15000000, 0, NULL },
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{ "Mauler2", 10000000, 0, "MaulerTorpedo" },
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{ "StrifeGrenadeLauncher", 18350080, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE, "HEGrenade" },
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{ "StrifeGrenadeLauncher2", 18350080, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE, "PhosphorousGrenade" },
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};
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for(unsigned i=0;i<sizeof(botinits)/sizeof(botinits[0]);i++)
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{
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const PClass *cls = PClass::FindClass(botinits[i].type);
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if (cls != NULL && cls->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
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{
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AWeapon *w = (AWeapon*)GetDefaultByType(cls);
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if (w != NULL)
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{
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w->MoveCombatDist = botinits[i].movecombatdist;
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w->WeaponFlags |= botinits[i].weaponflags;
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w->ProjectileType = PClass::FindClass(botinits[i].projectile);
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}
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}
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}
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static const char *warnbotmissiles[] = { "PlasmaBall", "Ripper", "HornRodFX1" };
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for(unsigned i=0;i<countof(warnbotmissiles);i++)
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{
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AActor *a = GetDefaultByName (warnbotmissiles[i]);
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if (a != NULL)
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{
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a->flags3|=MF3_WARNBOT;
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}
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}
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}
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