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/*
===========================================================================
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
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