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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: ai_main.c
*
* desc: Quake3 bot AI
*
*
*****************************************************************************/
#include "g_local.h"
#include "../qcommon/q_shared.h"
#include "../botlib/botlib.h" //bot lib interface
#include "../botlib/be_aas.h"
#include "../botlib/be_ea.h"
#include "../botlib/be_ai_char.h"
#include "../botlib/be_ai_chat.h"
#include "../botlib/be_ai_gen.h"
#include "../botlib/be_ai_goal.h"
#include "../botlib/be_ai_move.h"
#include "../botlib/be_ai_weap.h"
#include "../botlib/botai.h" //bot ai interface
#include "ai_main.h"
#include "ai_dmq3.h"
#include "ai_chat.h"
#include "ai_cmd.h"
#include "ai_dmnet.h"
//
#include "chars.h"
#include "inv.h"
#include "syn.h"
//bot states
bot_state_t *botstates[MAX_CLIENTS];
//number of bots
int numbots;
//time to do a regular update
float regularupdate_time;
//
vmCvar_t bot_thinktime;
vmCvar_t memorydump;
/*
==================
BotAI_Print
==================
*/
void QDECL BotAI_Print( int type, char *fmt, ... ) {
char str[2048];
va_list ap;
va_start( ap, fmt );
Q_vsnprintf(str, sizeof(str), fmt, ap);
va_end( ap );
switch ( type ) {
case PRT_MESSAGE: {
G_Printf( "%s", str );
break;
}
case PRT_WARNING: {
G_Printf( S_COLOR_YELLOW "Warning: %s", str );
break;
}
case PRT_ERROR: {
G_Printf( S_COLOR_RED "Error: %s", str );
break;
}
case PRT_FATAL: {
G_Printf( S_COLOR_RED "Fatal: %s", str );
break;
}
case PRT_EXIT: {
G_Error( S_COLOR_RED "Exit: %s", str );
break;
}
default: {
G_Printf( "unknown print type\n" );
break;
}
}
}
/*
==================
BotAI_Trace
==================
*/
void BotAI_Trace( bsp_trace_t *bsptrace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int passent, int contentmask ) {
trace_t trace;
trap_Trace( &trace, start, mins, maxs, end, passent, contentmask );
//copy the trace information
bsptrace->allsolid = trace.allsolid;
bsptrace->startsolid = trace.startsolid;
bsptrace->fraction = trace.fraction;
VectorCopy( trace.endpos, bsptrace->endpos );
bsptrace->plane.dist = trace.plane.dist;
VectorCopy( trace.plane.normal, bsptrace->plane.normal );
bsptrace->plane.signbits = trace.plane.signbits;
bsptrace->plane.type = trace.plane.type;
bsptrace->surface.value = 0;
bsptrace->surface.flags = trace.surfaceFlags;
bsptrace->ent = trace.entityNum;
bsptrace->exp_dist = 0;
bsptrace->sidenum = 0;
bsptrace->contents = 0;
}
/*
==================
BotAI_GetClientState
==================
*/
int BotAI_GetClientState( int clientNum, playerState_t *state ) {
gentity_t *ent;
ent = &g_entities[clientNum];
if ( !ent->inuse ) {
return qfalse;
}
if ( !ent->client ) {
return qfalse;
}
memcpy( state, &ent->client->ps, sizeof( playerState_t ) );
return qtrue;
}
/*
==================
BotAI_GetEntityState
==================
*/
int BotAI_GetEntityState( int entityNum, entityState_t *state ) {
gentity_t *ent;
ent = &g_entities[entityNum];
memset( state, 0, sizeof( entityState_t ) );
if ( !ent->inuse ) {
return qfalse;
}
if ( !ent->r.linked ) {
return qfalse;
}
if ( ent->r.svFlags & SVF_NOCLIENT ) {
return qfalse;
}
memcpy( state, &ent->s, sizeof( entityState_t ) );
return qtrue;
}
/*
==================
BotAI_GetSnapshotEntity
==================
*/
int BotAI_GetSnapshotEntity( int clientNum, int sequence, entityState_t *state ) {
int entNum;
entNum = trap_BotGetSnapshotEntity( clientNum, sequence );
if ( entNum == -1 ) {
memset( state, 0, sizeof( entityState_t ) );
return -1;
}
BotAI_GetEntityState( entNum, state );
return sequence + 1;
}
/*
==================
BotAI_BotInitialChat
==================
*/
void QDECL BotAI_BotInitialChat( bot_state_t *bs, char *type, ... ) {
int i, mcontext;
va_list ap;
char *p;
char *vars[MAX_MATCHVARIABLES];
memset( vars, 0, sizeof( vars ) );
va_start( ap, type );
p = va_arg( ap, char * );
for ( i = 0; i < MAX_MATCHVARIABLES; i++ ) {
if ( !p ) {
break;
}
vars[i] = p;
p = va_arg( ap, char * );
}
va_end( ap );
mcontext = CONTEXT_NORMAL | CONTEXT_NEARBYITEM | CONTEXT_NAMES;
if ( BotCTFTeam( bs ) == CTF_TEAM_RED ) {
mcontext |= CONTEXT_CTFREDTEAM;
} else { mcontext |= CONTEXT_CTFBLUETEAM;}
trap_BotInitialChat( bs->cs, type, mcontext, vars[0], vars[1], vars[2], vars[3], vars[4], vars[5], vars[6], vars[7] );
}
/*
==============
BotInterbreeding
==============
*/
void BotInterbreeding( void ) {
float ranks[MAX_CLIENTS];
int parent1, parent2, child;
int i;
// get rankings for all the bots
for ( i = 0; i < MAX_CLIENTS; i++ ) {
if ( botstates[i] && botstates[i]->inuse ) {
ranks[i] = botstates[i]->num_kills * 2 - botstates[i]->num_deaths;
} else {
ranks[i] = -1;
}
}
if ( trap_GeneticParentsAndChildSelection( MAX_CLIENTS, ranks, &parent1, &parent2, &child ) ) {
trap_BotInterbreedGoalFuzzyLogic( botstates[parent1]->gs, botstates[parent2]->gs, botstates[child]->gs );
trap_BotMutateGoalFuzzyLogic( botstates[child]->gs, 1 );
}
// reset the kills and deaths
for ( i = 0; i < MAX_CLIENTS; i++ ) {
if ( botstates[i] && botstates[i]->inuse ) {
botstates[i]->num_kills = 0;
botstates[i]->num_deaths = 0;
}
}
}
/*
==============
BotEntityInfo
==============
*/
void BotEntityInfo( int entnum, aas_entityinfo_t *info ) {
trap_AAS_EntityInfo( entnum, info );
}
/*
==============
NumBots
==============
*/
int NumBots( void ) {
return numbots;
}
/*
==============
AngleDifference
==============
*/
float AngleDifference( float ang1, float ang2 ) {
float diff;
diff = ang1 - ang2;
if ( ang1 > ang2 ) {
if ( diff > 180.0 ) {
diff -= 360.0;
}
} else {
if ( diff < -180.0 ) {
diff += 360.0;
}
}
return diff;
}
/*
==============
BotChangeViewAngle
==============
*/
float BotChangeViewAngle( float angle, float ideal_angle, float speed ) {
float move;
angle = AngleMod( angle );
ideal_angle = AngleMod( ideal_angle );
if ( angle == ideal_angle ) {
return angle;
}
move = ideal_angle - angle;
if ( ideal_angle > angle ) {
if ( move > 180.0 ) {
move -= 360.0;
}
} else {
if ( move < -180.0 ) {
move += 360.0;
}
}
if ( move > 0 ) {
if ( move > speed ) {
move = speed;
}
} else {
if ( move < -speed ) {
move = -speed;
}
}
return AngleMod( angle + move );
}
/*
==============
BotChangeViewAngles
==============
*/
void BotChangeViewAngles( bot_state_t *bs, float thinktime ) {
float diff, factor, maxchange, anglespeed;
int i;
if ( bs->ideal_viewangles[PITCH] > 180 ) {
bs->ideal_viewangles[PITCH] -= 360;
}
//
if ( bs->enemy >= 0 ) {
factor = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_VIEW_FACTOR, 0.01, 1 );
maxchange = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_VIEW_MAXCHANGE, 1, 1800 );
} else {
factor = 0.25;
maxchange = 300;
}
maxchange *= thinktime;
for ( i = 0; i < 2; i++ ) {
diff = fabs( AngleDifference( bs->viewangles[i], bs->ideal_viewangles[i] ) );
anglespeed = diff * factor;
if ( anglespeed > maxchange ) {
anglespeed = maxchange;
}
bs->viewangles[i] = BotChangeViewAngle( bs->viewangles[i],
bs->ideal_viewangles[i], anglespeed );
//BotAI_Print(PRT_MESSAGE, "ideal_angles %f %f\n", bs->ideal_viewangles[0], bs->ideal_viewangles[1], bs->ideal_viewangles[2]);`
//bs->viewangles[i] = bs->ideal_viewangles[i];
}
if ( bs->viewangles[PITCH] > 180 ) {
bs->viewangles[PITCH] -= 360;
}
//elementary action: view
trap_EA_View( bs->client, bs->viewangles );
}
/*
==============
BotInputToUserCommand
==============
*/
void BotInputToUserCommand( bot_input_t *bi, usercmd_t *ucmd, int delta_angles[3], int time ) {
vec3_t angles, forward, right;
short temp;
int j;
float f, r, u, m;
//clear the whole structure
memset( ucmd, 0, sizeof( usercmd_t ) );
//the duration for the user command in milli seconds
ucmd->serverTime = time;
//
if ( bi->actionflags & ACTION_DELAYEDJUMP ) {
bi->actionflags |= ACTION_JUMP;
bi->actionflags &= ~ACTION_DELAYEDJUMP;
}
//set the buttons
if ( bi->actionflags & ACTION_RESPAWN ) {
ucmd->buttons = BUTTON_ATTACK;
}
if ( bi->actionflags & ACTION_ATTACK ) {
ucmd->buttons |= BUTTON_ATTACK;
}
if ( bi->actionflags & ACTION_TALK ) {
ucmd->buttons |= BUTTON_TALK;
}
if ( bi->actionflags & ACTION_GESTURE ) {
ucmd->buttons |= BUTTON_GESTURE;
}
if ( bi->actionflags & ACTION_USE ) {
ucmd->buttons |= BUTTON_USE_HOLDABLE;
}
if ( bi->actionflags & ACTION_WALK ) {
ucmd->buttons |= BUTTON_WALKING;
}
ucmd->weapon = bi->weapon;
//set the view angles
//NOTE: the ucmd->angles are the angles WITHOUT the delta angles
ucmd->angles[PITCH] = ANGLE2SHORT( bi->viewangles[PITCH] );
ucmd->angles[YAW] = ANGLE2SHORT( bi->viewangles[YAW] );
ucmd->angles[ROLL] = ANGLE2SHORT( bi->viewangles[ROLL] );
//subtract the delta angles
for ( j = 0; j < 3; j++ ) {
temp = ucmd->angles[j] - delta_angles[j];
/*NOTE: disabled because temp should be mod first
if ( j == PITCH ) {
// don't let the player look up or down more than 90 degrees
if ( temp > 16000 ) temp = 16000;
else if ( temp < -16000 ) temp = -16000;
}
*/
ucmd->angles[j] = temp;
}
//NOTE: movement is relative to the REAL view angles
//get the horizontal forward and right vector
//get the pitch in the range [-180, 180]
if ( bi->dir[2] ) {
angles[PITCH] = bi->viewangles[PITCH];
} else { angles[PITCH] = 0;}
angles[YAW] = bi->viewangles[YAW];
angles[ROLL] = 0;
AngleVectors( angles, forward, right, NULL );
//bot input speed is in the range [0, 400]
bi->speed = bi->speed * 127 / 400;
//set the view independent movement
f = DotProduct(forward, bi->dir);
r = DotProduct(right, bi->dir);
u = fabs(forward[2]) * bi->dir[2];
m = fabs(f);
if (fabs(r) > m) {
m = fabs(r);
}
if (fabs(u) > m) {
m = fabs(u);
}
if (m > 0) {
f *= bi->speed / m;
r *= bi->speed / m;
u *= bi->speed / m;
}
ucmd->forwardmove = f;
ucmd->rightmove = r;
ucmd->upmove = u;
if (bi->actionflags & ACTION_MOVEFORWARD) ucmd->forwardmove = 127;
if (bi->actionflags & ACTION_MOVEBACK) ucmd->forwardmove = -127;
if (bi->actionflags & ACTION_MOVELEFT) ucmd->rightmove = -127;
if (bi->actionflags & ACTION_MOVERIGHT) ucmd->rightmove = 127;
//jump/moveup
if ( bi->actionflags & ACTION_JUMP ) {
ucmd->upmove = 127;
}
//crouch/movedown
if (bi->actionflags & ACTION_CROUCH) ucmd->upmove = -127;
}
/*
==============
BotUpdateInput
==============
*/
void BotUpdateInput( bot_state_t *bs, int time ) {
bot_input_t bi;
int j;
//add the delta angles to the bot's current view angles
for ( j = 0; j < 3; j++ ) {
bs->viewangles[j] = AngleMod( bs->viewangles[j] + SHORT2ANGLE( bs->cur_ps.delta_angles[j] ) );
}
//
BotChangeViewAngles( bs, (float) time / 1000 );
trap_EA_GetInput( bs->client, (float) time / 1000, &bi );
//respawn hack
if ( bi.actionflags & ACTION_RESPAWN ) {
if ( bs->lastucmd.buttons & BUTTON_ATTACK ) {
bi.actionflags &= ~( ACTION_RESPAWN | ACTION_ATTACK );
}
}
//
BotInputToUserCommand( &bi, &bs->lastucmd, bs->cur_ps.delta_angles, time );
bs->lastucmd.serverTime = time;
//subtract the delta angles
for ( j = 0; j < 3; j++ ) {
bs->viewangles[j] = AngleMod( bs->viewangles[j] - SHORT2ANGLE( bs->cur_ps.delta_angles[j] ) );
}
}
/*
==============
BotAIRegularUpdate
==============
*/
void BotAIRegularUpdate( void ) {
if ( regularupdate_time < trap_AAS_Time() ) {
trap_BotUpdateEntityItems();
regularupdate_time = trap_AAS_Time() + 1;
}
}
/*
==============
BotAI
==============
*/
int BotAI( int client, float thinktime ) {
bot_state_t *bs;
char buf[1024], *args;
int j;
trap_EA_ResetInput( client, NULL );
//
bs = botstates[client];
if ( !bs || !bs->inuse ) {
BotAI_Print( PRT_FATAL, "client %d hasn't been setup\n", client );
return BLERR_AICLIENTNOTSETUP;
}
//retrieve the current client state
if ( !BotAI_GetClientState( client, &bs->cur_ps ) ) {
BotAI_Print( PRT_FATAL, "BotAI: failed to get player state for player %d\n", client );
return qfalse;
}
//retrieve any waiting console messages
while ( trap_BotGetServerCommand( client, buf, sizeof( buf ) ) ) {
//have buf point to the command and args to the command arguments
args = strchr( buf, ' ' );
if ( !args ) {
continue;
}
*args++ = '\0';
//remove color espace sequences from the arguments
Q_CleanStr( args );
//botai_import.Print(PRT_MESSAGE, "ConsoleMessage: \"%s\"\n", buf);
if ( !Q_stricmp( buf, "cp " ) ) { /*CenterPrintf*/
} else if ( !Q_stricmp( buf, "cs" ) ) { /*ConfigStringModified*/
} else if ( !Q_stricmp( buf, "print" ) ) {
trap_BotQueueConsoleMessage( bs->cs, CMS_NORMAL, args );
} else if ( !Q_stricmp( buf, "chat" ) ) {
trap_BotQueueConsoleMessage( bs->cs, CMS_CHAT, args );
} else if ( !Q_stricmp( buf, "tchat" ) ) {
trap_BotQueueConsoleMessage( bs->cs, CMS_CHAT, args );
} else if ( !Q_stricmp( buf, "scores" ) ) { /*FIXME: parse scores?*/
} else if ( !Q_stricmp( buf, "clientLevelShot" ) ) { /*ignore*/
}
}
//add the delta angles to the bot's current view angles
for ( j = 0; j < 3; j++ ) {
bs->viewangles[j] = AngleMod( bs->viewangles[j] + SHORT2ANGLE( bs->cur_ps.delta_angles[j] ) );
}
//increase the local time of the bot
bs->ltime += thinktime;
//
bs->thinktime = thinktime;
//origin of the bot
VectorCopy( bs->cur_ps.origin, bs->origin );
//eye coordinates of the bot
VectorCopy( bs->cur_ps.origin, bs->eye );
bs->eye[2] += bs->cur_ps.viewheight;
//get the area the bot is in
bs->areanum = BotPointAreaNum( bs->origin );
//the real AI
BotDeathmatchAI( bs, thinktime );
//set the weapon selection every AI frame
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
//subtract the delta angles
for ( j = 0; j < 3; j++ ) {
bs->viewangles[j] = AngleMod( bs->viewangles[j] - SHORT2ANGLE( bs->cur_ps.delta_angles[j] ) );
}
//everything was ok
return BLERR_NOERROR;
}
/*
==================
BotScheduleBotThink
==================
*/
void BotScheduleBotThink( void ) {
int i, botnum;
botnum = 0;
for ( i = 0; i < MAX_CLIENTS; i++ ) {
if ( !botstates[i] || !botstates[i]->inuse ) {
continue;
}
//initialize the bot think residual time
botstates[i]->botthink_residual = bot_thinktime.integer * botnum / numbots;
botnum++;
}
}
/*
==============
BotAISetupClient
==============
*/
int BotAISetupClient( int client, struct bot_settings_s *settings ) {
char filename[144], name[144], gender[144];
bot_state_t *bs;
int errnum;
if ( !botstates[client] ) {
botstates[client] = G_Alloc( sizeof( bot_state_t ) );
}
bs = botstates[client];
if ( !bs ) {
return qfalse;
}
if ( bs && bs->inuse ) {
BotAI_Print( PRT_FATAL, "client %d already setup\n", client );
return qfalse;
}
if ( !trap_AAS_Initialized() ) {
BotAI_Print( PRT_FATAL, "AAS not initialized\n" );
return qfalse;
}
//load the bot character
bs->character = trap_BotLoadCharacter( settings->characterfile, settings->skill );
if ( !bs->character ) {
BotAI_Print( PRT_FATAL, "couldn't load skill %f from %s\n", settings->skill, settings->characterfile );
return qfalse;
}
//copy the settings
memcpy( &bs->settings, settings, sizeof( bot_settings_t ) );
//allocate a goal state
bs->gs = trap_BotAllocGoalState( client );
//load the item weights
trap_Characteristic_String( bs->character, CHARACTERISTIC_ITEMWEIGHTS, filename, sizeof( filename ) );
errnum = trap_BotLoadItemWeights( bs->gs, filename );
if ( errnum != BLERR_NOERROR ) {
trap_BotFreeGoalState( bs->gs );
return qfalse;
}
//allocate a weapon state
bs->ws = trap_BotAllocWeaponState();
//load the weapon weights
trap_Characteristic_String( bs->character, CHARACTERISTIC_WEAPONWEIGHTS, filename, sizeof( filename ) );
errnum = trap_BotLoadWeaponWeights( bs->ws, filename );
if ( errnum != BLERR_NOERROR ) {
trap_BotFreeGoalState( bs->gs );
trap_BotFreeWeaponState( bs->ws );
return qfalse;
}
//allocate a chat state
bs->cs = trap_BotAllocChatState();
//load the chat file
trap_Characteristic_String( bs->character, CHARACTERISTIC_CHAT_FILE, filename, sizeof( filename ) );
trap_Characteristic_String( bs->character, CHARACTERISTIC_CHAT_NAME, name, sizeof( name ) );
errnum = trap_BotLoadChatFile( bs->cs, filename, name );
if ( errnum != BLERR_NOERROR ) {
trap_BotFreeChatState( bs->cs );
trap_BotFreeGoalState( bs->gs );
trap_BotFreeWeaponState( bs->ws );
return qfalse;
}
//get the gender characteristic
trap_Characteristic_String( bs->character, CHARACTERISTIC_GENDER, gender, sizeof( gender ) );
//set the chat gender
if ( *gender == 'f' || *gender == 'F' ) {
trap_BotSetChatGender( bs->cs, CHAT_GENDERFEMALE );
} else if ( *gender == 'm' || *gender == 'M' ) {
trap_BotSetChatGender( bs->cs, CHAT_GENDERMALE );
} else { trap_BotSetChatGender( bs->cs, CHAT_GENDERLESS );}
bs->inuse = qtrue;
bs->client = client;
bs->entitynum = client;
bs->setupcount = 4;
bs->entergame_time = trap_AAS_Time();
bs->ms = trap_BotAllocMoveState();
bs->walker = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_WALKER, 0, 1 );
numbots++;
if ( trap_Cvar_VariableIntegerValue( "bot_testichat" ) ) {
trap_BotLibVarSet( "bot_testichat", "1" );
BotChatTest( bs );
}
//NOTE: reschedule the bot thinking
BotScheduleBotThink();
//
return qtrue;
}
/*
==============
BotAIShutdownClient
==============
*/
int BotAIShutdownClient( int client ) {
bot_state_t *bs;
// Wolfenstein
if ( g_entities[client].r.svFlags & SVF_CASTAI ) {
AICast_ShutdownClient( client );
return BLERR_NOERROR;
}
// done.
bs = botstates[client];
if ( !bs || !bs->inuse ) {
// BotAI_Print(PRT_ERROR, "client %d already shutdown\n", client);
return BLERR_AICLIENTALREADYSHUTDOWN;
}
if ( BotChat_ExitGame( bs ) ) {
trap_BotEnterChat( bs->cs, bs->client, CHAT_ALL );
}
trap_BotFreeMoveState( bs->ms );
//free the goal state
trap_BotFreeGoalState( bs->gs );
//free the chat file
trap_BotFreeChatState( bs->cs );
//free the weapon weights
trap_BotFreeWeaponState( bs->ws );
//free the bot character
trap_BotFreeCharacter( bs->character );
//
BotFreeWaypoints( bs->checkpoints );
BotFreeWaypoints( bs->patrolpoints );
//clear the bot state
memset( bs, 0, sizeof( bot_state_t ) );
//set the inuse flag to qfalse
bs->inuse = qfalse;
//there's one bot less
numbots--;
//everything went ok
return BLERR_NOERROR;
}
/*
==============
BotResetState
called when a bot enters the intermission or observer mode and
when the level is changed
==============
*/
void BotResetState( bot_state_t *bs ) {
int client, entitynum, inuse;
int movestate, goalstate, chatstate, weaponstate;
bot_settings_t settings;
int character;
playerState_t ps; //current player state
float entergame_time;
//save some things that should not be reset here
memcpy( &settings, &bs->settings, sizeof( bot_settings_t ) );
memcpy( &ps, &bs->cur_ps, sizeof( playerState_t ) );
inuse = bs->inuse;
client = bs->client;
entitynum = bs->entitynum;
character = bs->character;
movestate = bs->ms;
goalstate = bs->gs;
chatstate = bs->cs;
weaponstate = bs->ws;
entergame_time = bs->entergame_time;
//free checkpoints and patrol points
BotFreeWaypoints( bs->checkpoints );
BotFreeWaypoints( bs->patrolpoints );
//reset the whole state
memset( bs, 0, sizeof( bot_state_t ) );
//copy back some state stuff that should not be reset
bs->ms = movestate;
bs->gs = goalstate;
bs->cs = chatstate;
bs->ws = weaponstate;
memcpy( &bs->cur_ps, &ps, sizeof( playerState_t ) );
memcpy( &bs->settings, &settings, sizeof( bot_settings_t ) );
bs->inuse = inuse;
bs->client = client;
bs->entitynum = entitynum;
bs->character = character;
bs->entergame_time = entergame_time;
//reset several states
if ( bs->ms ) {
trap_BotResetMoveState( bs->ms );
}
if ( bs->gs ) {
trap_BotResetGoalState( bs->gs );
}
if ( bs->ws ) {
trap_BotResetWeaponState( bs->ws );
}
if ( bs->gs ) {
trap_BotResetAvoidGoals( bs->gs );
}
if ( bs->ms ) {
trap_BotResetAvoidReach( bs->ms );
}
}
/*
==============
BotAILoadMap
==============
*/
int BotAILoadMap( int restart ) {
int i;
vmCvar_t mapname;
if ( !restart ) {
trap_Cvar_Register( &mapname, "mapname", "", CVAR_SERVERINFO | CVAR_ROM );
trap_BotLibLoadMap( mapname.string );
}
for ( i = 0; i < MAX_CLIENTS; i++ ) {
if ( botstates[i] && botstates[i]->inuse ) {
BotResetState( botstates[i] );
botstates[i]->setupcount = 4;
}
}
BotSetupDeathmatchAI();
return BLERR_NOERROR;
}
/*
==================
BotAIStartFrame
==================
*/
int BotAIStartFrame( int time ) {
int i;
gentity_t *ent;
bot_entitystate_t state;
//entityState_t entitystate;
//vec3_t mins = {-15, -15, -24}, maxs = {15, 15, 32};
int elapsed_time, thinktime;
static int local_time;
static int botlib_residual;
static int lastbotthink_time;
if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
G_CheckBotSpawn();
}
trap_Cvar_Update( &bot_rocketjump );
trap_Cvar_Update( &bot_grapple );
trap_Cvar_Update( &bot_fastchat );
trap_Cvar_Update( &bot_nochat );
trap_Cvar_Update( &bot_testrchat );
trap_Cvar_Update( &bot_thinktime );
// Ridah, set the default AAS world
trap_AAS_SetCurrentWorld( 0 );
trap_Cvar_Update( &memorydump );
if ( memorydump.integer ) {
trap_BotLibVarSet( "memorydump", "1" );
trap_Cvar_Set( "memorydump", "0" );
}
//if the bot think time changed we should reschedule the bots
if ( bot_thinktime.integer != lastbotthink_time ) {
lastbotthink_time = bot_thinktime.integer;
BotScheduleBotThink();
}
elapsed_time = time - local_time;
local_time = time;
botlib_residual += elapsed_time;
if ( elapsed_time > bot_thinktime.integer ) {
thinktime = elapsed_time;
} else { thinktime = bot_thinktime.integer;}
// update the bot library
if ( botlib_residual >= thinktime ) {
botlib_residual -= thinktime;
trap_BotLibStartFrame( (float) time / 1000 );
// Ridah, only check the default world
trap_AAS_SetCurrentWorld( 0 );
if ( !trap_AAS_Initialized() ) {
return BLERR_NOERROR;
}
//update entities in the botlib
for ( i = 0; i < MAX_GENTITIES; i++ ) {
// Ridah, in single player, we only need client entity information
if ( g_gametype.integer == GT_SINGLE_PLAYER && i > level.maxclients ) {
break;
}
ent = &g_entities[i];
if ( !ent->inuse ) {
continue;
}
if ( !ent->r.linked ) {
continue;
}
if ( ent->r.svFlags & SVF_NOCLIENT ) {
continue;
}
//
memset( &state, 0, sizeof( bot_entitystate_t ) );
//
VectorCopy( ent->r.currentOrigin, state.origin );
VectorCopy( ent->r.currentAngles, state.angles );
VectorCopy( ent->s.origin2, state.old_origin );
VectorCopy( ent->r.mins, state.mins );
VectorCopy( ent->r.maxs, state.maxs );
state.type = ent->s.eType;
state.flags = ent->s.eFlags;
if ( ent->r.bmodel ) {
state.solid = SOLID_BSP;
} else { state.solid = SOLID_BBOX;}
state.groundent = ent->s.groundEntityNum;
state.modelindex = ent->s.modelindex;
state.modelindex2 = ent->s.modelindex2;
state.frame = ent->s.frame;
//state.event = ent->s.event;
//state.eventParm = ent->s.eventParm;
state.powerups = ent->s.powerups;
state.legsAnim = ent->s.legsAnim;
state.torsoAnim = ent->s.torsoAnim;
// state.weapAnim = ent->s.weapAnim; //----(SA)
//----(SA) didn't want to comment in as I wasn't sure of any implications of changing the aas_entityinfo_t and bot_entitystate_t structures.
state.weapon = ent->s.weapon;
/*
if (!BotAI_GetEntityState(i, &entitystate)) continue;
//
memset(&state, 0, sizeof(bot_entitystate_t));
//
VectorCopy(entitystate.pos.trBase, state.origin);
VectorCopy(entitystate.angles, state.angles);
VectorCopy(ent->s.origin2, state.old_origin);
//VectorCopy(ent->r.mins, state.mins);
//VectorCopy(ent->r.maxs, state.maxs);
state.type = entitystate.eType;
state.flags = entitystate.eFlags;
if (ent->r.bmodel) state.solid = SOLID_BSP;
else state.solid = SOLID_BBOX;
state.modelindex = entitystate.modelindex;
state.modelindex2 = entitystate.modelindex2;
state.frame = entitystate.frame;
state.event = entitystate.event;
state.eventParm = entitystate.eventParm;
state.powerups = entitystate.powerups;
state.legsAnim = entitystate.legsAnim;
state.torsoAnim = entitystate.torsoAnim;
state.weapon = entitystate.weapon;
*/
//
trap_BotLibUpdateEntity( i, &state );
}
BotAIRegularUpdate();
}
// Ridah, in single player, don't need bot's thinking
if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
return BLERR_NOERROR;
}
// execute scheduled bot AI
for ( i = 0; i < MAX_CLIENTS; i++ ) {
if ( !botstates[i] || !botstates[i]->inuse ) {
continue;
}
// Ridah
if ( g_entities[i].r.svFlags & SVF_CASTAI ) {
continue;
}
// done.
//
botstates[i]->botthink_residual += elapsed_time;
//
if ( botstates[i]->botthink_residual >= thinktime ) {
botstates[i]->botthink_residual -= thinktime;
if ( !trap_AAS_Initialized() ) {
return BLERR_NOERROR;
}
if ( g_entities[i].client->pers.connected == CON_CONNECTED ) {
BotAI( i, (float) thinktime / 1000 );
}
}
}
// execute bot user commands every frame
for ( i = 0; i < MAX_CLIENTS; i++ ) {
if ( !botstates[i] || !botstates[i]->inuse ) {
continue;
}
// Ridah
if ( g_entities[i].r.svFlags & SVF_CASTAI ) {
continue;
}
// done.
if ( g_entities[i].client->pers.connected != CON_CONNECTED ) {
continue;
}
BotUpdateInput( botstates[i], time );
trap_BotUserCommand( botstates[i]->client, &botstates[i]->lastucmd );
}
return BLERR_NOERROR;
}
/*
==============
BotInitLibrary
==============
*/
int BotInitLibrary( void ) {
char buf[144];
//set the maxclients and maxentities library variables before calling BotSetupLibrary
Com_sprintf( buf, sizeof( buf ), "%d", level.maxclients );
trap_BotLibVarSet( "maxclients", buf );
Com_sprintf( buf, sizeof( buf ), "%d", MAX_GENTITIES );
trap_BotLibVarSet( "maxentities", buf );
//bsp checksum
trap_Cvar_VariableStringBuffer( "sv_mapChecksum", buf, sizeof( buf ) );
if ( strlen( buf ) ) {
trap_BotLibVarSet( "sv_mapChecksum", buf );
}
//maximum number of aas links
trap_Cvar_VariableStringBuffer( "max_aaslinks", buf, sizeof( buf ) );
if ( strlen( buf ) ) {
trap_BotLibVarSet( "max_aaslinks", buf );
}
//maximum number of items in a level
trap_Cvar_VariableStringBuffer( "max_levelitems", buf, sizeof( buf ) );
if ( strlen( buf ) ) {
trap_BotLibVarSet( "max_levelitems", buf );
}
//automatically launch WinBSPC if AAS file not available
trap_Cvar_VariableStringBuffer( "autolaunchbspc", buf, sizeof( buf ) );
if ( strlen( buf ) ) {
trap_BotLibVarSet( "autolaunchbspc", "1" );
}
//
trap_Cvar_VariableStringBuffer( "g_gametype", buf, sizeof( buf ) );
if ( !strlen( buf ) ) {
strcpy( buf, "0" );
}
trap_BotLibVarSet( "g_gametype", buf );
//
// Rafael gameskill
trap_Cvar_VariableStringBuffer( "g_gameskill", buf, sizeof( buf ) );
if ( !strlen( buf ) ) {
strcpy( buf, "0" );
}
trap_BotLibVarSet( "g_gamekill", buf );
// done
//
trap_Cvar_VariableStringBuffer( "bot_developer", buf, sizeof( buf ) );
if ( !strlen( buf ) ) {
strcpy( buf, "0" );
}
trap_BotLibVarSet( "bot_developer", buf );
//log file
trap_Cvar_VariableStringBuffer( "logfile", buf, sizeof( buf ) );
if ( !strlen( buf ) ) {
strcpy( buf, "0" );
}
trap_BotLibVarSet( "log", buf );
//no chatting
trap_Cvar_VariableStringBuffer( "bot_nochat", buf, sizeof( buf ) );
if ( strlen( buf ) ) {
trap_BotLibVarSet( "nochat", buf );
}
//forced clustering calculations
trap_Cvar_VariableStringBuffer( "forceclustering", buf, sizeof( buf ) );
if ( strlen( buf ) ) {
trap_BotLibVarSet( "forceclustering", buf );
}
//forced reachability calculations
trap_Cvar_VariableStringBuffer( "forcereachability", buf, sizeof( buf ) );
if ( strlen( buf ) ) {
trap_BotLibVarSet( "forcereachability", buf );
}
//force writing of AAS to file
trap_Cvar_VariableStringBuffer( "forcewrite", buf, sizeof( buf ) );
if ( strlen( buf ) ) {
trap_BotLibVarSet( "forcewrite", buf );
}
//no AAS optimization
trap_Cvar_VariableStringBuffer( "nooptimize", buf, sizeof( buf ) );
if ( strlen( buf ) ) {
trap_BotLibVarSet( "nooptimize", buf );
}
//number of reachabilities to calculate each frame
trap_Cvar_VariableStringBuffer( "framereachability", buf, sizeof( buf ) );
if ( !strlen( buf ) ) {
strcpy( buf, "20" );
}
trap_BotLibVarSet( "framereachability", buf );
//
trap_Cvar_VariableStringBuffer( "bot_reloadcharacters", buf, sizeof( buf ) );
if ( !strlen( buf ) ) {
strcpy( buf, "0" );
}
trap_BotLibVarSet( "bot_reloadcharacters", buf );
//base directory
trap_Cvar_VariableStringBuffer( "fs_basepath", buf, sizeof( buf ) );
if ( strlen( buf ) ) {
trap_BotLibVarSet( "basedir", buf );
}
//game directory
trap_Cvar_VariableStringBuffer( "fs_game", buf, sizeof( buf ) );
if ( strlen( buf ) ) {
trap_BotLibVarSet( "gamedir", buf );
}
//home directory
trap_Cvar_VariableStringBuffer( "fs_homepath", buf, sizeof( buf ) );
if ( strlen( buf ) ) {
trap_BotLibVarSet( "homedir", buf );
}
//setup the bot library
return trap_BotLibSetup();
}
/*
==============
BotAISetup
==============
*/
int BotAISetup( int restart ) {
int errnum;
#ifdef RANDOMIZE
srand( (unsigned)time( NULL ) );
#endif //RANDOMIZE
trap_Cvar_Register( &bot_thinktime, "bot_thinktime", "100", 0 );
trap_Cvar_Register( &memorydump, "memorydump", "0", 0 );
//if the game is restarted for a tournament
if ( restart ) {
return BLERR_NOERROR;
}
//initialize the bot states
memset( botstates, 0, sizeof( botstates ) );
trap_Cvar_Register( &bot_thinktime, "bot_thinktime", "100", 0 );
errnum = BotInitLibrary();
if ( errnum != BLERR_NOERROR ) {
return qfalse;
}
return BLERR_NOERROR;
}
/*
==============
BotAIShutdown
==============
*/
int BotAIShutdown( int restart ) {
int i;
//if the game is restarted for a tournament
if ( restart ) {
//shutdown all the bots in the botlib
for ( i = 0; i < MAX_CLIENTS; i++ ) {
if ( botstates[i] && botstates[i]->inuse ) {
BotAIShutdownClient( botstates[i]->client );
}
}
//don't shutdown the bot library
} else {
trap_BotLibShutdown();
}
return qtrue;
}
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