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.
651 lines
15 KiB
C++
651 lines
15 KiB
C++
/*
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**
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**
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**---------------------------------------------------------------------------
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** Copyright 1999 Martin Colberg
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** Copyright 1999-2016 Randy Heit
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** Copyright 2005-2016 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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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 "doomstat.h"
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#include "cmdlib.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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#include "teaminfo.h"
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#include "d_net.h"
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#include "d_netinf.h"
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#include "d_player.h"
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#include "events.h"
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#include "vm.h"
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#include "g_levellocals.h"
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#if !defined _WIN32 && !defined __APPLE__
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#include "i_system.h" // for SHARE_DIR
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#endif // !_WIN32 && !__APPLE__
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static FRandom pr_botspawn ("BotSpawn", false);
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cycle_t BotThinkCycles, BotSupportCycles;
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int 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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FCajunMaster::~FCajunMaster()
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{
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ForgetBots();
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}
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//This function is called every tick (from g_game.c).
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void FCajunMaster::Main(FLevelLocals *Level)
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{
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BotThinkCycles.Reset();
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if (demoplayback || gamestate != GS_LEVEL || consoleplayer != Net_Arbitrator)
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return;
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//Add new bots?
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if (wanted_botnum > botnum && !Level->isFrozen())
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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[spawn_tries].GetChars()))
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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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FLinkContext ctx;
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}
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void FCajunMaster::Init ()
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{
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botnum = 0;
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firstthing = nullptr;
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spawn_tries = 0;
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body1 = nullptr;
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body2 = nullptr;
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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 = BOTINUSE_No;
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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 FCajunMaster::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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getspawned.Clear();
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if (deathmatch)
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{
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (players[i].Bot != NULL)
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{
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getspawned.Push(players[i].userinfo.GetName());
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}
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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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//individual colors if not = NOCOLOR.
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bool FCajunMaster::SpawnBot (const char *name, int color)
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{
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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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botinfo_t *thebot = botinfo;
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int botshift = 0;
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if (name)
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{
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// Check if exist or already in the game.
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while (thebot && thebot->Name.CompareNoCase(name))
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{
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botshift++;
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thebot = thebot->next;
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}
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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 == BOTINUSE_Waiting)
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{
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return false;
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}
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else if (thebot->inuse == BOTINUSE_Yes)
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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
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{
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//Spawn a random bot from bots.cfg if no name given.
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TArray<botinfo_t *> BotInfoAvailable;
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while (thebot)
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{
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if (thebot->inuse == BOTINUSE_No)
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BotInfoAvailable.Push (thebot);
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thebot = thebot->next;
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}
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if (BotInfoAvailable.Size () == 0)
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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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thebot = BotInfoAvailable[pr_botspawn() % BotInfoAvailable.Size ()];
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botinfo_t *thebot2 = botinfo;
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while (thebot2)
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{
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if (thebot == thebot2)
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break;
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botshift++;
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thebot2 = thebot2->next;
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}
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}
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thebot->inuse = BOTINUSE_Waiting;
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Net_WriteInt8 (DEM_ADDBOT);
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Net_WriteInt8 (botshift);
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{
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//Set color.
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FString 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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concat << colors[bot_next_color];
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}
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if (FTeam::IsValid (thebot->lastteam))
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{ // Keep the bot on the same team when switching levels
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concat.AppendFormat("\\team\\%d\n", thebot->lastteam);
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}
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Net_WriteString (concat.GetChars());
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}
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Net_WriteInt8(thebot->skill.aiming);
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Net_WriteInt8(thebot->skill.perfection);
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Net_WriteInt8(thebot->skill.reaction);
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Net_WriteInt8(thebot->skill.isp);
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return true;
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}
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void FCajunMaster::TryAddBot (FLevelLocals *Level, uint8_t **stream, int player)
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{
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int botshift = ReadInt8 (stream);
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char *info = ReadString (stream);
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botskill_t skill;
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skill.aiming = ReadInt8 (stream);
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skill.perfection = ReadInt8 (stream);
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skill.reaction = ReadInt8 (stream);
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skill.isp = ReadInt8 (stream);
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botinfo_t *thebot = NULL;
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if (consoleplayer == player)
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{
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thebot = botinfo;
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while (botshift > 0)
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{
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thebot = thebot->next;
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botshift--;
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}
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}
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if (DoAddBot (Level,(uint8_t *)info, skill))
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{
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//Increment this.
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botnum++;
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if (thebot != NULL)
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{
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thebot->inuse = BOTINUSE_Yes;
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}
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}
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else
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{
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if (thebot != NULL)
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{
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thebot->inuse = BOTINUSE_No;
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}
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}
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delete[] info;
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}
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bool FCajunMaster::DoAddBot (FLevelLocals *Level, uint8_t *info, botskill_t skill)
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{
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int bnum;
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for (bnum = 0; bnum < MAXPLAYERS; bnum++)
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{
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if (!playeringame[bnum])
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{
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break;
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}
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}
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if (bnum == 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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D_ReadUserInfoStrings (bnum, &info, false);
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multiplayer = true; //Prevents cheating and so on; emulates real netgame (almost).
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players[bnum].Bot = Level->CreateThinker<DBot>();
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players[bnum].Bot->player = &players[bnum];
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players[bnum].Bot->skill = skill;
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playeringame[bnum] = true;
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players[bnum].mo = NULL;
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players[bnum].playerstate = PST_ENTER;
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if (teamplay)
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Printf ("%s joined the %s team\n", players[bnum].userinfo.GetName(), Teams[players[bnum].userinfo.GetTeam()].GetName());
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else
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Printf ("%s joined the game\n", players[bnum].userinfo.GetName());
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Level->DoReborn (bnum, true);
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Level->localEventManager->PlayerEntered(bnum, false);
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return true;
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}
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void FCajunMaster::RemoveAllBots (FLevelLocals *Level, bool fromlist)
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{
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int i, j;
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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if (Level->Players[i]->Bot != nullptr)
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{
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// If a player is looking through this bot's eyes, make him
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// look through his own eyes instead.
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for (j = 0; j < MAXPLAYERS; ++j)
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{
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if (i != j && Level->PlayerInGame(j) && Level->Players[j]->Bot == nullptr)
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{
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if (Level->Players[j]->camera == Level->Players[i]->mo)
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{
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Level->Players[j]->camera = Level->Players[j]->mo;
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if (Level->isConsolePlayer(Level->Players[j]->mo))
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{
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StatusBar->AttachToPlayer (Level->Players[j]);
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}
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}
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}
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}
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// [ZZ] run event hook
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Level->localEventManager->PlayerDisconnected(i);
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Level->Behaviors.StartTypedScripts (SCRIPT_Disconnect, Level->Players[i]->mo, true, i, true);
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ClearPlayer (i, !fromlist);
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}
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}
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if (fromlist)
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{
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wanted_botnum = 0;
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}
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botnum = 0;
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}
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//------------------
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//Reads data for bot from
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//a .bot file.
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//The skills and other data should
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//be arranged as follows in the bot file:
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//
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//{
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// Name bot's name
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// Aiming 0-100
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// Perfection 0-100
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// Reaction 0-100
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// Isp 0-100 (Instincts of Self Preservation)
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// ??? any other valid userinfo strings can go here
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//}
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static void appendinfo (FString &front, const char *back)
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{
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front << "\\" << back;
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}
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void FCajunMaster::ForgetBots ()
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{
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botinfo_t *thebot = botinfo;
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while (thebot)
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{
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botinfo_t *next = thebot->next;
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delete thebot;
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thebot = next;
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}
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botinfo = NULL;
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}
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#if defined _WIN32 || defined __APPLE__
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FString M_GetCajunPath(const char* botfilename)
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{
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FString path;
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path << progdir << "zcajun/" << botfilename;
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if (!FileExists(path))
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{
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path = "";
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}
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return path;
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}
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#else
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FString M_GetCajunPath(const char* botfilename)
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{
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FString path;
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// Check first in $HOME/.config/zdoom/botfilename.
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path = GetUserFile(botfilename);
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if (!FileExists(path))
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{
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// Then check in SHARE_DIR/botfilename.
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path = SHARE_DIR;
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path << botfilename;
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if (!FileExists(path))
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{
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path = "";
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}
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}
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return path;
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}
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#endif
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bool FCajunMaster::LoadBots ()
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{
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FScanner sc;
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FString tmp;
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bool gotteam = false;
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int loaded_bots = 0;
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ForgetBots ();
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tmp = M_GetCajunPath(BOTFILENAME);
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if (tmp.IsEmpty())
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{
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DPrintf (DMSG_ERROR, "No " BOTFILENAME ", so no bots\n");
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return false;
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}
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if (!sc.OpenFile(tmp.GetChars()))
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{
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Printf("Unable to open %s. So no bots\n", tmp.GetChars());
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return false;
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}
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while (sc.GetString ())
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{
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if (!sc.Compare ("{"))
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{
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sc.ScriptError ("Unexpected token '%s'\n", sc.String);
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}
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botinfo_t *newinfo = new botinfo_t;
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bool gotclass = false;
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newinfo->Info = "\\autoaim\\0\\movebob\\.25";
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for (;;)
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{
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sc.MustGetString ();
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if (sc.Compare ("}"))
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break;
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switch (sc.MatchString (BotConfigStrings))
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{
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case BOTCFG_NAME:
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sc.MustGetString ();
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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;
|
|
}
|