vkdoom_m/src/b_game.cpp
Randy Heit e5572a1c4e - Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
  loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
  support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
  with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
  on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
  scope than before. The skipped entry is assumed to always be at 248, and
  it is assumed that all Shader Model 1.4 cards suffer from this. That's
  because all SM1.4 cards are based on variants of the ATI R200 core, and the
  RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
  other flavors of the R200 are any different. (Interesting note: With the
  Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
  debug Direct3D 9 runtime, but it works perfectly fine with the retail
  Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
  math inside pixel shaders. That would explain perfectly why I can't use
  constants greater than 1 with PS1.4 and why it can't do an exact mapping to
  every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
  "color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
  completely setup, meaning that Shader Model 1.4 cards could not change
  resolution.
- I have decided to let remap palettes specify variable alpha values for
  their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
  reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
  when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
  (Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
  gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
  unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
  being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
  accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
  multiple script scanner states can be stored without being forced to do so
  recursively. I think I might be taking advantage of that in the near
  future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
  * Fixed: When using even length values in drawnumber it would cap to a 98
    value instead of a 99 as intended.
  * The SBarInfo parser can now accept negatives for coordinates. This
    doesn't allow much right now, but later I plan to add better fullscreen
    hud support in which the negatives will be more useful. This also cleans
    up the source a bit since all calls for (x, y) coordinates are with the
    function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
  software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
  space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
  STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
  gets blended with the background, since that seems like a good idea for
  reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
  Since the ERenderStyle enumeration was getting rather unwieldy, I converted
  it into a new FRenderStyle structure that lets each parameter of the
  blending equation be set separately. This simplified the set up for the
  blend quite a bit, and it means a number of new combinations are available
  by setting the parameters properly.


SVN r710 (trunk)
2008-01-25 23:57:44 +00:00

658 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
DCajunMaster 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];
DCajunMaster::~DCajunMaster()
{
ForgetBots();
if (getspawned != NULL)
{
delete getspawned;
getspawned = NULL;
}
}
//This function is called every tick (from g_game.c),
//send bots into thinking (+more).
void DCajunMaster::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->GetArg (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 DCajunMaster::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 DCajunMaster::End ()
{
int i;
//Arrange wanted botnum and their names, so they can be spawned next level.
if (getspawned)
getspawned->FlushArgs ();
else
getspawned = new DArgs;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].isbot)
{
if (deathmatch)
{
getspawned->AppendArg (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 DCajunMaster::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
sprintf (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 DCajunMaster::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 DCajunMaster::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 DCajunMaster::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 DCajunMaster::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 DCajunMaster::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");
sprintf (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;
}