| 12
 3
 4
 5
 6
 7
 8
 9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 
 | /*
===========================================================================
Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. 
This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (RTCW MP Source Code).  
RTCW MP Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
RTCW MP Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with RTCW MP Source Code.  If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code.  If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
/*****************************************************************************
 * name:		be_ai_weap.c
 *
 * desc:		weapon AI
 *
 *
 *****************************************************************************/
#include "../qcommon/q_shared.h"
#include "l_libvar.h"
#include "l_log.h"
#include "l_memory.h"
#include "l_utils.h"
#include "l_script.h"
#include "l_precomp.h"
#include "l_struct.h"
#include "aasfile.h"
#include "botlib.h"
#include "be_aas.h"
#include "be_aas_funcs.h"
#include "be_interface.h"
#include "be_ai_weight.h"        //fuzzy weights
#include "be_ai_weap.h"
//#define DEBUG_AI_WEAP
//structure field offsets
#define WEAPON_OFS(x) (size_t)&(((weaponinfo_t *)0)->x)
#define PROJECTILE_OFS(x) (size_t)&(((projectileinfo_t *)0)->x)
//weapon definition
fielddef_t weaponinfo_fields[] =
{
	{"number", WEAPON_OFS( number ), FT_INT},               //weapon number
	{"name", WEAPON_OFS( name ), FT_STRING},                    //name of the weapon
	{"level", WEAPON_OFS( level ), FT_INT},
	{"model", WEAPON_OFS( model ), FT_STRING},              //model of the weapon
	{"weaponindex", WEAPON_OFS( weaponindex ), FT_INT},     //index of weapon in inventory
	{"flags", WEAPON_OFS( flags ), FT_INT},                     //special flags
	{"projectile", WEAPON_OFS( projectile ), FT_STRING},    //projectile used by the weapon
	{"numprojectiles", WEAPON_OFS( numprojectiles ), FT_INT}, //number of projectiles
	{"hspread", WEAPON_OFS( hspread ), FT_FLOAT},           //horizontal spread of projectiles (degrees from middle)
	{"vspread", WEAPON_OFS( vspread ), FT_FLOAT},           //vertical spread of projectiles (degrees from middle)
	{"speed", WEAPON_OFS( speed ), FT_FLOAT},               //speed of the projectile (0 = instant hit)
	{"acceleration", WEAPON_OFS( acceleration ), FT_FLOAT}, //"acceleration" * time (in seconds) + "speed" = projectile speed
	{"recoil", WEAPON_OFS( recoil ), FT_FLOAT | FT_ARRAY, 3}, //amount of recoil the player gets from the weapon
	{"offset", WEAPON_OFS( offset ), FT_FLOAT | FT_ARRAY, 3}, //projectile start offset relative to eye and view angles
	{"angleoffset", WEAPON_OFS( angleoffset ), FT_FLOAT | FT_ARRAY, 3}, //offset of the shoot angles relative to the view angles
	{"extrazvelocity", WEAPON_OFS( extrazvelocity ), FT_FLOAT}, //extra z velocity the projectile gets
	{"ammoamount", WEAPON_OFS( ammoamount ), FT_INT},       //ammo amount used per shot
	{"ammoindex", WEAPON_OFS( ammoindex ), FT_INT},         //index of ammo in inventory
	{"activate", WEAPON_OFS( activate ), FT_FLOAT},         //time it takes to select the weapon
	{"reload", WEAPON_OFS( reload ), FT_FLOAT},                 //time it takes to reload the weapon
	{"spinup", WEAPON_OFS( spinup ), FT_FLOAT},                 //time it takes before first shot
	{"spindown", WEAPON_OFS( spindown ), FT_FLOAT},         //time it takes before weapon stops firing
	{NULL, 0, 0, 0}
};
//projectile definition
fielddef_t projectileinfo_fields[] =
{
	{"name", PROJECTILE_OFS( name ), FT_STRING},            //name of the projectile
	{"model", PROJECTILE_OFS(model), FT_STRING},		//model of the projectile
	{"flags", PROJECTILE_OFS( flags ), FT_INT},                 //special flags
	{"gravity", PROJECTILE_OFS( gravity ), FT_FLOAT},       //amount of gravity applied to the projectile [0,1]
	{"damage", PROJECTILE_OFS( damage ), FT_INT},           //damage of the projectile
	{"radius", PROJECTILE_OFS( radius ), FT_FLOAT},         //radius of damage
	{"visdamage", PROJECTILE_OFS( visdamage ), FT_INT},     //damage of the projectile to visible entities
	{"damagetype", PROJECTILE_OFS( damagetype ), FT_INT}, //type of damage (combination of the DAMAGETYPE_? flags)
	{"healthinc", PROJECTILE_OFS( healthinc ), FT_INT},     //health increase the owner gets
	{"push", PROJECTILE_OFS( push ), FT_FLOAT},                 //amount a player is pushed away from the projectile impact
	{"detonation", PROJECTILE_OFS( detonation ), FT_FLOAT}, //time before projectile explodes after fire pressed
	{"bounce", PROJECTILE_OFS( bounce ), FT_FLOAT},         //amount the projectile bounces
	{"bouncefric", PROJECTILE_OFS( bouncefric ), FT_FLOAT}, //amount the bounce decreases per bounce
	{"bouncestop", PROJECTILE_OFS( bouncestop ), FT_FLOAT}, //minimum bounce value before bouncing stops
//recurive projectile definition??
	{NULL, 0, 0, 0}
};
structdef_t weaponinfo_struct =
{
	sizeof( weaponinfo_t ), weaponinfo_fields
};
structdef_t projectileinfo_struct =
{
	sizeof( projectileinfo_t ), projectileinfo_fields
};
//weapon configuration: set of weapons with projectiles
typedef struct weaponconfig_s
{
	int numweapons;
	int numprojectiles;
	projectileinfo_t *projectileinfo;
	weaponinfo_t *weaponinfo;
} weaponconfig_t;
//the bot weapon state
typedef struct bot_weaponstate_s
{
	struct weightconfig_s *weaponweightconfig;      //weapon weight configuration
	int *weaponweightindex;                         //weapon weight index
} bot_weaponstate_t;
bot_weaponstate_t *botweaponstates[MAX_CLIENTS + 1];
weaponconfig_t *weaponconfig;
//========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//========================================================================
int BotValidWeaponNumber( int weaponnum ) {
	if ( weaponnum <= 0 || weaponnum > weaponconfig->numweapons ) {
		botimport.Print( PRT_ERROR, "weapon number out of range\n" );
		return qfalse;
	} //end if
	return qtrue;
} //end of the function BotValidWeaponNumber
//========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//========================================================================
bot_weaponstate_t *BotWeaponStateFromHandle( int handle ) {
	if ( handle <= 0 || handle > MAX_CLIENTS ) {
		botimport.Print( PRT_FATAL, "weapon state handle %d out of range\n", handle );
		return NULL;
	} //end if
	if ( !botweaponstates[handle] ) {
		botimport.Print( PRT_FATAL, "invalid weapon state %d\n", handle );
		return NULL;
	} //end if
	return botweaponstates[handle];
} //end of the function BotWeaponStateFromHandle
//===========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
#ifdef DEBUG_AI_WEAP
void DumpWeaponConfig( weaponconfig_t *wc ) {
	FILE *fp;
	int i;
	fp = Log_FileStruct();
	if ( !fp ) {
		return;
	}
	for ( i = 0; i < wc->numprojectiles; i++ )
	{
		WriteStructure( fp, &projectileinfo_struct, (char *) &wc->projectileinfo[i] );
		Log_Flush();
	} //end for
	for ( i = 0; i < wc->numweapons; i++ )
	{
		WriteStructure( fp, &weaponinfo_struct, (char *) &wc->weaponinfo[i] );
		Log_Flush();
	} //end for
} //end of the function DumpWeaponConfig
#endif //DEBUG_AI_WEAP
//===========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
weaponconfig_t *LoadWeaponConfig( char *filename ) {
	int max_weaponinfo, max_projectileinfo;
	token_t token;
	char path[MAX_QPATH];
	int i, j;
	source_t *source;
	weaponconfig_t *wc;
	weaponinfo_t weaponinfo;
	max_weaponinfo = (int) LibVarValue( "max_weaponinfo", "32" );
	if ( max_weaponinfo < 0 ) {
		botimport.Print( PRT_ERROR, "max_weaponinfo = %d\n", max_weaponinfo );
		max_weaponinfo = 32;
		LibVarSet( "max_weaponinfo", "32" );
	} //end if
	max_projectileinfo = (int) LibVarValue( "max_projectileinfo", "32" );
	if ( max_projectileinfo < 0 ) {
		botimport.Print( PRT_ERROR, "max_projectileinfo = %d\n", max_projectileinfo );
		max_projectileinfo = 32;
		LibVarSet( "max_projectileinfo", "32" );
	} //end if
	Q_strncpyz( path, filename, sizeof( path ) );
	source = LoadSourceFile( path );
	if ( !source ) {
		botimport.Print( PRT_ERROR, "counldn't load %s\n", path );
		return NULL;
	} //end if
	  //initialize weapon config
	wc = (weaponconfig_t *) GetClearedHunkMemory( sizeof( weaponconfig_t ) +
												  max_weaponinfo * sizeof( weaponinfo_t ) +
												  max_projectileinfo * sizeof( projectileinfo_t ) );
	wc->weaponinfo = ( weaponinfo_t * )( (char *) wc + sizeof( weaponconfig_t ) );
	wc->projectileinfo = ( projectileinfo_t * )( (char *) wc->weaponinfo +
												 max_weaponinfo * sizeof( weaponinfo_t ) );
	wc->numweapons = max_weaponinfo;
	wc->numprojectiles = 0;
	//parse the source file
	while ( PC_ReadToken( source, &token ) )
	{
		if ( !strcmp( token.string, "weaponinfo" ) ) {
			memset( &weaponinfo, 0, sizeof( weaponinfo_t ) );
			if ( !ReadStructure( source, &weaponinfo_struct, (char *) &weaponinfo ) ) {
				FreeMemory( wc );
				FreeSource( source );
				return NULL;
			} //end if
			if ( weaponinfo.number < 0 || weaponinfo.number >= max_weaponinfo ) {
				botimport.Print( PRT_ERROR, "weapon info number %d out of range in %s\n", weaponinfo.number, path );
				FreeMemory( wc );
				FreeSource( source );
				return NULL;
			} //end if
			memcpy( &wc->weaponinfo[weaponinfo.number], &weaponinfo, sizeof( weaponinfo_t ) );
			wc->weaponinfo[weaponinfo.number].valid = qtrue;
		} //end if
		else if ( !strcmp( token.string, "projectileinfo" ) ) {
			if ( wc->numprojectiles >= max_projectileinfo ) {
				botimport.Print( PRT_ERROR, "more than %d projectiles defined in %s\n", max_projectileinfo, path );
				FreeMemory( wc );
				FreeSource( source );
				return NULL;
			} //end if
			memset( &wc->projectileinfo[wc->numprojectiles], 0, sizeof( projectileinfo_t ) );
			if ( !ReadStructure( source, &projectileinfo_struct, (char *) &wc->projectileinfo[wc->numprojectiles] ) ) {
				FreeMemory( wc );
				FreeSource( source );
				return NULL;
			} //end if
			wc->numprojectiles++;
		} //end if
		else
		{
			botimport.Print( PRT_ERROR, "unknown definition %s in %s\n", token.string, path );
			FreeMemory( wc );
			FreeSource( source );
			return NULL;
		} //end else
	} //end while
	FreeSource( source );
	//fix up weapons
	for ( i = 0; i < wc->numweapons; i++ )
	{
		if ( !wc->weaponinfo[i].valid ) {
			continue;
		}
		if ( !wc->weaponinfo[i].name[0] ) {
			botimport.Print( PRT_ERROR, "weapon %d has no name in %s\n", i, path );
			FreeMemory( wc );
			return NULL;
		} //end if
		if ( !wc->weaponinfo[i].projectile[0] ) {
			botimport.Print( PRT_ERROR, "weapon %s has no projectile in %s\n", wc->weaponinfo[i].name, path );
			FreeMemory( wc );
			return NULL;
		} //end if
		  //find the projectile info and copy it to the weapon info
		for ( j = 0; j < wc->numprojectiles; j++ )
		{
			if ( !strcmp( wc->projectileinfo[j].name, wc->weaponinfo[i].projectile ) ) {
				memcpy( &wc->weaponinfo[i].proj, &wc->projectileinfo[j], sizeof( projectileinfo_t ) );
				break;
			} //end if
		} //end for
		if ( j == wc->numprojectiles ) {
			botimport.Print( PRT_ERROR, "weapon %s uses undefined projectile in %s\n", wc->weaponinfo[i].name, path );
			FreeMemory( wc );
			return NULL;
		} //end if
	} //end for
	if ( !wc->numweapons ) {
		botimport.Print( PRT_WARNING, "no weapon info loaded\n" );
	}
	botimport.Print( PRT_MESSAGE, "loaded %s\n", path );
	return wc;
} //end of the function LoadWeaponConfig
//===========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int *WeaponWeightIndex( weightconfig_t *wwc, weaponconfig_t *wc ) {
	int *index, i;
	//initialize item weight index
	index = (int *) GetClearedMemory( sizeof( int ) * wc->numweapons );
	for ( i = 0; i < wc->numweapons; i++ )
	{
		index[i] = FindFuzzyWeight( wwc, wc->weaponinfo[i].name );
	} //end for
	return index;
} //end of the function WeaponWeightIndex
//===========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
void BotFreeWeaponWeights( int weaponstate ) {
	bot_weaponstate_t *ws;
	ws = BotWeaponStateFromHandle( weaponstate );
	if ( !ws ) {
		return;
	}
	if ( ws->weaponweightconfig ) {
		FreeWeightConfig( ws->weaponweightconfig );
	}
	if ( ws->weaponweightindex ) {
		FreeMemory( ws->weaponweightindex );
	}
} //end of the function BotFreeWeaponWeights
//===========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int BotLoadWeaponWeights( int weaponstate, char *filename ) {
	bot_weaponstate_t *ws;
	ws = BotWeaponStateFromHandle( weaponstate );
	if ( !ws ) {
		return BLERR_CANNOTLOADWEAPONWEIGHTS;
	}
	BotFreeWeaponWeights( weaponstate );
	//
	ws->weaponweightconfig = ReadWeightConfig( filename );
	if ( !ws->weaponweightconfig ) {
		botimport.Print( PRT_FATAL, "couldn't load weapon config %s\n", filename );
		return BLERR_CANNOTLOADWEAPONWEIGHTS;
	} //end if
	if ( !weaponconfig ) {
		return BLERR_CANNOTLOADWEAPONCONFIG;
	}
	ws->weaponweightindex = WeaponWeightIndex( ws->weaponweightconfig, weaponconfig );
	return BLERR_NOERROR;
} //end of the function BotLoadWeaponWeights
//===========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
void BotGetWeaponInfo( int weaponstate, int weapon, weaponinfo_t *weaponinfo ) {
	bot_weaponstate_t *ws;
	if ( !BotValidWeaponNumber( weapon ) ) {
		return;
	}
	ws = BotWeaponStateFromHandle( weaponstate );
	if ( !ws ) {
		return;
	}
	if ( !weaponconfig ) {
		return;
	}
	memcpy( weaponinfo, &weaponconfig->weaponinfo[weapon], sizeof( weaponinfo_t ) );
} //end of the function BotGetWeaponInfo
//===========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int BotChooseBestFightWeapon( int weaponstate, int *inventory ) {
	int i, index, bestweapon;
	float weight, bestweight;
	weaponconfig_t *wc;
	bot_weaponstate_t *ws;
	ws = BotWeaponStateFromHandle( weaponstate );
	if ( !ws ) {
		return 0;
	}
	wc = weaponconfig;
	if ( !weaponconfig ) {
		return 0;
	}
	//if the bot has no weapon weight configuration
	if ( !ws->weaponweightconfig ) {
		return 0;
	}
	bestweight = 0;
	bestweapon = 0;
	for ( i = 0; i < wc->numweapons; i++ )
	{
		if ( !wc->weaponinfo[i].valid ) {
			continue;
		}
		index = ws->weaponweightindex[i];
		if ( index < 0 ) {
			continue;
		}
		weight = FuzzyWeight( inventory, ws->weaponweightconfig, index );
		if ( weight > bestweight ) {
			bestweight = weight;
			bestweapon = i;
		} //end if
	} //end for
	return bestweapon;
} //end of the function BotChooseBestFightWeapon
//===========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
void BotResetWeaponState( int weaponstate ) {
} //end of the function BotResetWeaponState
//========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//========================================================================
int BotAllocWeaponState( void ) {
	int i;
	for ( i = 1; i <= MAX_CLIENTS; i++ )
	{
		if ( !botweaponstates[i] ) {
			botweaponstates[i] = GetClearedMemory( sizeof( bot_weaponstate_t ) );
			return i;
		} //end if
	} //end for
	return 0;
} //end of the function BotAllocWeaponState
//========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//========================================================================
void BotFreeWeaponState( int handle ) {
	if ( handle <= 0 || handle > MAX_CLIENTS ) {
		botimport.Print( PRT_FATAL, "weapon state handle %d out of range\n", handle );
		return;
	} //end if
	if ( !botweaponstates[handle] ) {
		botimport.Print( PRT_FATAL, "invalid weapon state %d\n", handle );
		return;
	} //end if
	BotFreeWeaponWeights( handle );
	FreeMemory( botweaponstates[handle] );
	botweaponstates[handle] = NULL;
} //end of the function BotFreeWeaponState
//===========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int BotSetupWeaponAI( void ) {
	char *file;
	file = LibVarString( "weaponconfig", "weapons.c" );
	weaponconfig = LoadWeaponConfig( file );
	if ( !weaponconfig ) {
		botimport.Print( PRT_FATAL, "couldn't load the weapon config\n" );
		return BLERR_CANNOTLOADWEAPONCONFIG;
	} //end if
#ifdef DEBUG_AI_WEAP
	DumpWeaponConfig( weaponconfig );
#endif //DEBUG_AI_WEAP
	   //
	return BLERR_NOERROR;
} //end of the function BotSetupWeaponAI
//===========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
void BotShutdownWeaponAI( void ) {
	int i;
	if ( weaponconfig ) {
		FreeMemory( weaponconfig );
	}
	weaponconfig = NULL;
	for ( i = 1; i <= MAX_CLIENTS; i++ )
	{
		if ( botweaponstates[i] ) {
			BotFreeWeaponState( i );
		} //end if
	} //end for
} //end of the function BotShutdownWeaponAI
 |