vkdoom_m/src/b_game.cpp
Randy Heit fb50df2c63 About a week's worth of changes here. As a heads-up, I wouldn't be
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.

- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
  FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
  This is so that I can use a series of mysnprintf() calls and advance the
  pointer for each one. Once the pointer goes beyond the end of the buffer,
  the count will go negative, but since it's an unsigned type it will be
  seen as excessively huge instead. This should not be a problem, as there's
  no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
  buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
  FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
  name when given a Hexen map number. This was fine with the old scanner
  code, but only a happy coincidence prevents it from crashing with the new
  code
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
  binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
  is probably broken until I get around to booting into Linux again. Niceties
  provided over the existing Makefiles they're replacing:
  * All command-line builds can use the same build system, rather than having
    a separate one for MinGW and another for Linux.
  * Microsoft's NMake tool is supported as a target.
  * Progress meters.
  * Parallel makes work from a fresh checkout without needing to be primed
    first with a single-threaded make.
  * Porting to other architectures should be simplified, whenever that day
    comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
  itself instead of generating an external makefile to do it, since I couldn't
  figure out how to generate a makefile with an external tool and include it
  with a CMake-generated makefile. Where makewad used a master list of files
  to generate the package file, zipdir just zips the entire contents of one or
  more directories.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
  formatting can be entirely independant of the CRT.

SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00

650 lines
15 KiB
C++

/*******************************************
* 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 "m_random.h"
#include "r_things.h"
#include "doomstat.h"
#include "cmdlib.h"
#include "sc_man.h"
#include "stats.h"
#include "m_misc.h"
#include "sbar.h"
#include "p_acs.h"
#include "teaminfo.h"
static FRandom pr_botspawn ("BotSpawn");
//Externs
FCajunMaster bglobal;
cycle_t BotThinkCycles, BotSupportCycles, 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
};
static bool waitingforspawn[MAXPLAYERS];
FCajunMaster::~FCajunMaster()
{
ForgetBots();
}
//This function is called every tick (from g_game.c),
//send bots into thinking (+more).
void FCajunMaster::Main (int buf)
{
int i;
BotThinkCycles = 0;
if (consoleplayer != Net_Arbitrator || demoplayback)
return;
if (gamestate != GS_LEVEL)
return;
m_Thinking = true;
//Think for bots.
if (botnum)
{
clock (BotThinkCycles);
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].mo && !freeze && players[i].isbot)
Think (players[i].mo, &netcmds[i][buf]);
}
unclock (BotThinkCycles);
}
//Add new bots?
if (wanted_botnum > botnum && !freeze)
{
if (t_join == ((wanted_botnum - botnum) * SPAWN_DELAY))
{
if (!SpawnBot (getspawned[spawn_tries]))
wanted_botnum--;
spawn_tries++;
}
t_join--;
}
//Check if player should go observer. Or un observe
if (bot_observer && !observer && !netgame)
{
Printf ("%s is now observer\n", players[consoleplayer].userinfo.netname);
observer = true;
players[consoleplayer].mo->UnlinkFromWorld ();
players[consoleplayer].mo->flags = MF_DROPOFF|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOTDMATCH|MF_NOGRAVITY|MF_FRIENDLY;
players[consoleplayer].mo->flags2 |= MF2_FLY;
players[consoleplayer].mo->LinkToWorld ();
}
else if (!bot_observer && observer && !netgame) //Go back
{
Printf ("%s returned to the fray\n", players[consoleplayer].userinfo.netname);
observer = false;
players[consoleplayer].mo->UnlinkFromWorld ();
players[consoleplayer].mo->flags = MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH|MF_FRIENDLY;
players[consoleplayer].mo->flags2 &= ~MF2_FLY;
players[consoleplayer].mo->LinkToWorld ();
}
m_Thinking = false;
}
void FCajunMaster::Init ()
{
int i;
botnum = 0;
firstthing = NULL;
spawn_tries = 0;
freeze = false;
observer = false;
body1 = NULL;
body2 = NULL;
//Remove all bots upon each level start, they'll get spawned instead.
for (i = 0; i < MAXPLAYERS; i++)
{
waitingforspawn[i] = false;
if (playeringame[i] && players[i].isbot)
{
CleanBotstuff (&players[i]);
players[i].isbot = false;
botingame[i] = false;
}
}
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 = false;
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();
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].isbot)
{
if (deathmatch)
{
getspawned.Push(players[i].userinfo.netname);
}
CleanBotstuff (&players[i]);
}
}
if (deathmatch)
{
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
//induvidual colors if not = NOCOLOR.
bool FCajunMaster::SpawnBot (const char *name, int color)
{
int playernumber;
//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
};
for (playernumber = 0; playernumber < MAXPLAYERS; playernumber++)
{
if (!playeringame[playernumber] && !waitingforspawn[playernumber])
{
break;
}
}
if (playernumber == MAXPLAYERS)
{
Printf ("The maximum of %d players/bots has been reached\n", MAXPLAYERS);
return false;
}
botinfo_t *thebot;
if (name)
{
thebot = botinfo;
// Check if exist or already in the game.
while (thebot && stricmp (name, thebot->name))
thebot = thebot->next;
if (thebot == NULL)
{
Printf ("couldn't find %s in %s\n", name, BOTFILENAME);
return false;
}
else if (thebot->inuse)
{
Printf ("%s is already in the thick\n", name);
return false;
}
}
else if (botnum < loaded_bots)
{
bool vacant = false; //Spawn a random bot from bots.cfg if no name given.
while (!vacant)
{
int rnum = (pr_botspawn() % loaded_bots);
thebot = botinfo;
while (rnum)
--rnum, thebot = thebot->next;
if (!thebot->inuse)
vacant = true;
}
}
else
{
Printf ("Couldn't spawn bot; no bot left in %s\n", BOTFILENAME);
return false;
}
waitingforspawn[playernumber] = true;
Net_WriteByte (DEM_ADDBOT);
Net_WriteByte (playernumber);
{
//Set color.
char concat[512];
strcpy (concat, thebot->info);
if (color == NOCOLOR && bot_next_color < NOCOLOR && bot_next_color >= 0)
{
strcat (concat, colors[bot_next_color]);
}
if (TEAMINFO_IsValidTeam (thebot->lastteam))
{ // Keep the bot on the same team when switching levels
mysnprintf (concat + strlen(concat), countof(concat) - strlen(concat),
"\\team\\%d\n", thebot->lastteam);
}
Net_WriteString (concat);
}
players[playernumber].skill = thebot->skill;
thebot->inuse = true;
//Increment this.
botnum++;
return true;
}
void FCajunMaster::DoAddBot (int bnum, char *info)
{
BYTE *infob = (BYTE *)info;
D_ReadUserInfoStrings (bnum, &infob, false);
if (!deathmatch && playerstarts[bnum].type == 0)
{
Printf ("%s tried to join, but there was no player %d start\n",
players[bnum].userinfo.netname, bnum+1);
ClearPlayer (bnum, false); // Make the bot inactive again
if (botnum > 0)
{
botnum--;
}
}
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;
if (teamplay)
Printf ("%s joined the %s team\n", players[bnum].userinfo.netname, teams[players[bnum].userinfo.team].name.GetChars ());
else
Printf ("%s joined the game\n", players[bnum].userinfo.netname);
G_DoReborn (bnum, true);
if (StatusBar != NULL)
{
StatusBar->MultiplayerChanged ();
}
}
waitingforspawn[bnum] = false;
}
void FCajunMaster::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 FCajunMaster::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 FCajunMaster::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 FCajunMaster::LoadBots ()
{
FScanner sc;
FString tmp;
bool gotteam = false;
bglobal.ForgetBots ();
#ifndef unix
tmp = progdir;
tmp += "zcajun/" BOTFILENAME;
if (!FileExists (tmp))
{
DPrintf ("No " BOTFILENAME ", so no bots\n");
return false;
}
#else
tmp = GetUserFile (BOTFILENAME);
if (!FileExists (tmp))
{
if (!FileExists (SHARE_DIR BOTFILENAME))
{
DPrintf ("No " BOTFILENAME ", so no bots\n");
return false;
}
else
sc.OpenFile (SHARE_DIR BOTFILENAME);
}
#endif
else
{
sc.OpenFile (tmp);
}
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[16];
BYTE teamnum;
sc.MustGetString ();
if (IsNum (sc.String))
{
teamnum = atoi (sc.String);
if (!TEAMINFO_IsValidTeam (teamnum))
{
teamnum = TEAM_None;
}
}
else
{
teamnum = TEAM_None;
for (int i = 0; i < int(teams.Size()); ++i)
{
if (stricmp (teams[i].name, 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 = bglobal.botinfo;
newinfo->lastteam = TEAM_None;
bglobal.botinfo = newinfo;
bglobal.loaded_bots++;
}
Printf ("%d bots read from %s\n", bglobal.loaded_bots, BOTFILENAME);
return true;
}
ADD_STAT (bots)
{
FString out;
out.Format ("think = %04.1f ms support = %04.1f ms wtg = %llu",
(double)BotThinkCycles * 1000 * SecondsPerCycle,
(double)BotSupportCycles * 1000 * SecondsPerCycle,
BotWTG);
return out;
}