diff options
author | Tim Angus <tim@ngus.net> | 2005-12-10 03:19:05 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2005-12-10 03:19:05 +0000 |
commit | 22f322884cf7715c01500ef0b4579b87b1cb1973 (patch) | |
tree | 99c255a82574e8337a8a26bc877d65f13e87b9cd /src/botlib/be_ai_weap.c | |
parent | e136e3aea478f1406ff304b8ed9e563a4b170f37 (diff) |
* Copied ioq3 src to trunk
Diffstat (limited to 'src/botlib/be_ai_weap.c')
-rw-r--r-- | src/botlib/be_ai_weap.c | 543 |
1 files changed, 543 insertions, 0 deletions
diff --git a/src/botlib/be_ai_weap.c b/src/botlib/be_ai_weap.c new file mode 100644 index 00000000..56aabcc2 --- /dev/null +++ b/src/botlib/be_ai_weap.c @@ -0,0 +1,543 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena 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 2 of the License, +or (at your option) any later version. + +Quake III Arena 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/***************************************************************************** + * name: be_ai_weap.c + * + * desc: weapon AI + * + * $Archive: /MissionPack/code/botlib/be_ai_weap.c $ + * + *****************************************************************************/ + +#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) (int)&(((weaponinfo_t *)0)->x) +#define PROJECTILE_OFS(x) (int)&(((projectileinfo_t *)0)->x) + +//weapon definition // bk001212 - static +static 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 +static fielddef_t projectileinfo_fields[] = +{ +{"name", PROJECTILE_OFS(name), FT_STRING}, //name of the projectile +{"model", WEAPON_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} +}; + +static structdef_t weaponinfo_struct = +{ + sizeof(weaponinfo_t), weaponinfo_fields +}; +static 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; + +static bot_weaponstate_t *botweaponstates[MAX_CLIENTS+1]; +static 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, "move state handle %d out of range\n", handle); + return NULL; + } //end if + if (!botweaponstates[handle]) + { + botimport.Print(PRT_FATAL, "invalid move 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_PATH]; + 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 + strncpy(path, filename, MAX_PATH); + PC_SetBaseFolder(BOTFILESBASEFOLDER); + 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")) + { + Com_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 + Com_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 + Com_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)) + { + Com_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; + Com_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) +{ + struct weightconfig_s *weaponweightconfig; + int *weaponweightindex; + bot_weaponstate_t *ws; + + ws = BotWeaponStateFromHandle(weaponstate); + if (!ws) return; + weaponweightconfig = ws->weaponweightconfig; + weaponweightindex = ws->weaponweightindex; + + //Com_Memset(ws, 0, sizeof(bot_weaponstate_t)); + ws->weaponweightconfig = weaponweightconfig; + ws->weaponweightindex = weaponweightindex; +} //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, "move state handle %d out of range\n", handle); + return; + } //end if + if (!botweaponstates[handle]) + { + botimport.Print(PRT_FATAL, "invalid move 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 + |