vkdoom_m/src/playsim/bots/b_game.cpp
Boondorl 597b06ae52 Added CRandom functions
Unique RNG namespace for client-side effects and HUDs. Identifiers for these cannot clash with identifiers that affect the playsim making them completely safe to use in HUD elements. They also won't be saved.
2024-11-15 23:56:23 -03:00

651 lines
15 KiB
C++

/*
**
**
**---------------------------------------------------------------------------
** Copyright 1999 Martin Colberg
** Copyright 1999-2016 Randy Heit
** Copyright 2005-2016 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
/*******************************************
* 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 "doomstat.h"
#include "cmdlib.h"
#include "m_misc.h"
#include "sbar.h"
#include "p_acs.h"
#include "teaminfo.h"
#include "d_net.h"
#include "d_netinf.h"
#include "d_player.h"
#include "events.h"
#include "vm.h"
#include "g_levellocals.h"
#if !defined _WIN32 && !defined __APPLE__
#include "i_system.h" // for SHARE_DIR
#endif // !_WIN32 && !__APPLE__
static FRandom pr_botspawn ("BotSpawn", false);
cycle_t BotThinkCycles, BotSupportCycles;
int 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
};
FCajunMaster::~FCajunMaster()
{
ForgetBots();
}
//This function is called every tick (from g_game.c).
void FCajunMaster::Main(FLevelLocals *Level)
{
BotThinkCycles.Reset();
if (demoplayback || gamestate != GS_LEVEL || consoleplayer != Net_Arbitrator)
return;
//Add new bots?
if (wanted_botnum > botnum && !Level->isFrozen())
{
if (t_join == ((wanted_botnum - botnum) * SPAWN_DELAY))
{
if (!SpawnBot (getspawned[spawn_tries].GetChars()))
wanted_botnum--;
spawn_tries++;
}
t_join--;
}
//Check if player should go observer. Or un observe
FLinkContext ctx;
}
void FCajunMaster::Init ()
{
botnum = 0;
firstthing = nullptr;
spawn_tries = 0;
body1 = nullptr;
body2 = nullptr;
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 = BOTINUSE_No;
thebot = thebot->next;
}
}
}
//Called on each level exit (from g_game.c).
void FCajunMaster::End ()
{
int i;
//Arrange wanted botnum and their names, so they can be spawned next level.
getspawned.Clear();
if (deathmatch)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (players[i].Bot != NULL)
{
getspawned.Push(players[i].userinfo.GetName());
}
}
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
//individual colors if not = NOCOLOR.
bool FCajunMaster::SpawnBot (const char *name, int color)
{
//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
};
botinfo_t *thebot = botinfo;
int botshift = 0;
if (name)
{
// Check if exist or already in the game.
while (thebot && thebot->Name.CompareNoCase(name))
{
botshift++;
thebot = thebot->next;
}
if (thebot == NULL)
{
Printf ("couldn't find %s in %s\n", name, BOTFILENAME);
return false;
}
else if (thebot->inuse == BOTINUSE_Waiting)
{
return false;
}
else if (thebot->inuse == BOTINUSE_Yes)
{
Printf ("%s is already in the thick\n", name);
return false;
}
}
else
{
//Spawn a random bot from bots.cfg if no name given.
TArray<botinfo_t *> BotInfoAvailable;
while (thebot)
{
if (thebot->inuse == BOTINUSE_No)
BotInfoAvailable.Push (thebot);
thebot = thebot->next;
}
if (BotInfoAvailable.Size () == 0)
{
Printf ("Couldn't spawn bot; no bot left in %s\n", BOTFILENAME);
return false;
}
thebot = BotInfoAvailable[pr_botspawn() % BotInfoAvailable.Size ()];
botinfo_t *thebot2 = botinfo;
while (thebot2)
{
if (thebot == thebot2)
break;
botshift++;
thebot2 = thebot2->next;
}
}
thebot->inuse = BOTINUSE_Waiting;
Net_WriteInt8 (DEM_ADDBOT);
Net_WriteInt8 (botshift);
{
//Set color.
FString concat = thebot->Info;
if (color == NOCOLOR && bot_next_color < NOCOLOR && bot_next_color >= 0)
{
concat << colors[bot_next_color];
}
if (FTeam::IsValid (thebot->lastteam))
{ // Keep the bot on the same team when switching levels
concat.AppendFormat("\\team\\%d\n", thebot->lastteam);
}
Net_WriteString (concat.GetChars());
}
Net_WriteInt8(thebot->skill.aiming);
Net_WriteInt8(thebot->skill.perfection);
Net_WriteInt8(thebot->skill.reaction);
Net_WriteInt8(thebot->skill.isp);
return true;
}
void FCajunMaster::TryAddBot (FLevelLocals *Level, uint8_t **stream, int player)
{
int botshift = ReadInt8 (stream);
char *info = ReadString (stream);
botskill_t skill;
skill.aiming = ReadInt8 (stream);
skill.perfection = ReadInt8 (stream);
skill.reaction = ReadInt8 (stream);
skill.isp = ReadInt8 (stream);
botinfo_t *thebot = NULL;
if (consoleplayer == player)
{
thebot = botinfo;
while (botshift > 0)
{
thebot = thebot->next;
botshift--;
}
}
if (DoAddBot (Level,(uint8_t *)info, skill))
{
//Increment this.
botnum++;
if (thebot != NULL)
{
thebot->inuse = BOTINUSE_Yes;
}
}
else
{
if (thebot != NULL)
{
thebot->inuse = BOTINUSE_No;
}
}
delete[] info;
}
bool FCajunMaster::DoAddBot (FLevelLocals *Level, uint8_t *info, botskill_t skill)
{
int bnum;
for (bnum = 0; bnum < MAXPLAYERS; bnum++)
{
if (!playeringame[bnum])
{
break;
}
}
if (bnum == MAXPLAYERS)
{
Printf ("The maximum of %d players/bots has been reached\n", MAXPLAYERS);
return false;
}
D_ReadUserInfoStrings (bnum, &info, false);
multiplayer = true; //Prevents cheating and so on; emulates real netgame (almost).
players[bnum].Bot = Level->CreateThinker<DBot>();
players[bnum].Bot->player = &players[bnum];
players[bnum].Bot->skill = skill;
playeringame[bnum] = true;
players[bnum].mo = NULL;
players[bnum].playerstate = PST_ENTER;
if (teamplay)
Printf ("%s joined the %s team\n", players[bnum].userinfo.GetName(), Teams[players[bnum].userinfo.GetTeam()].GetName());
else
Printf ("%s joined the game\n", players[bnum].userinfo.GetName());
Level->DoReborn (bnum, true);
Level->localEventManager->PlayerEntered(bnum, false);
return true;
}
void FCajunMaster::RemoveAllBots (FLevelLocals *Level, bool fromlist)
{
int i, j;
for (i = 0; i < MAXPLAYERS; ++i)
{
if (Level->Players[i]->Bot != nullptr)
{
// 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 && Level->PlayerInGame(j) && Level->Players[j]->Bot == nullptr)
{
if (Level->Players[j]->camera == Level->Players[i]->mo)
{
Level->Players[j]->camera = Level->Players[j]->mo;
if (Level->isConsolePlayer(Level->Players[j]->mo))
{
StatusBar->AttachToPlayer (Level->Players[j]);
}
}
}
}
// [ZZ] run event hook
Level->localEventManager->PlayerDisconnected(i);
Level->Behaviors.StartTypedScripts (SCRIPT_Disconnect, Level->Players[i]->mo, true, i, true);
ClearPlayer (i, !fromlist);
}
}
if (fromlist)
{
wanted_botnum = 0;
}
botnum = 0;
}
//------------------
//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 (FString &front, const char *back)
{
front << "\\" << back;
}
void FCajunMaster::ForgetBots ()
{
botinfo_t *thebot = botinfo;
while (thebot)
{
botinfo_t *next = thebot->next;
delete thebot;
thebot = next;
}
botinfo = NULL;
}
#if defined _WIN32 || defined __APPLE__
FString M_GetCajunPath(const char* botfilename)
{
FString path;
path << progdir << "zcajun/" << botfilename;
if (!FileExists(path))
{
path = "";
}
return path;
}
#else
FString M_GetCajunPath(const char* botfilename)
{
FString path;
// Check first in $HOME/.config/zdoom/botfilename.
path = GetUserFile(botfilename);
if (!FileExists(path))
{
// Then check in SHARE_DIR/botfilename.
path = SHARE_DIR;
path << botfilename;
if (!FileExists(path))
{
path = "";
}
}
return path;
}
#endif
bool FCajunMaster::LoadBots ()
{
FScanner sc;
FString tmp;
bool gotteam = false;
int loaded_bots = 0;
ForgetBots ();
tmp = M_GetCajunPath(BOTFILENAME);
if (tmp.IsEmpty())
{
DPrintf (DMSG_ERROR, "No " BOTFILENAME ", so no bots\n");
return false;
}
if (!sc.OpenFile(tmp.GetChars()))
{
Printf("Unable to open %s. So no bots\n", tmp.GetChars());
return false;
}
while (sc.GetString ())
{
if (!sc.Compare ("{"))
{
sc.ScriptError ("Unexpected token '%s'\n", sc.String);
}
botinfo_t *newinfo = new botinfo_t;
bool gotclass = false;
newinfo->Info = "\\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 = 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];
uint8_t teamnum;
sc.MustGetString ();
if (IsNum (sc.String))
{
teamnum = atoi (sc.String);
if (!FTeam::IsValid (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 = botinfo;
newinfo->lastteam = TEAM_NONE;
botinfo = newinfo;
loaded_bots++;
}
Printf ("%d bots read from %s\n", 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;
}