/*
===========================================================================
Wolfenstein: Enemy Territory GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Wolfenstein: Enemy Territory GPL Source Code (Wolf ET Source Code).
Wolf ET 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.
Wolf ET 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 Wolf ET Source Code. If not, see .
In addition, the Wolf: ET 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 Wolf ET 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: Wolf bot AI
*
*
*****************************************************************************/
#include "../game/g_local.h"
#include "../game/q_shared.h"
#include "../game/botlib.h" //bot lib interface
#include "../game/be_aas.h"
#include "../game/be_ea.h"
#include "../game/be_ai_char.h"
#include "../game/be_ai_chat.h"
#include "../game/be_ai_gen.h"
#include "../game/be_ai_goal.h"
#include "../game/be_ai_move.h"
#include "../game/be_ai_weap.h"
#include "../botai/botai.h" //bot ai interface
#include "ai_main.h"
#include "ai_dmq3.h"
#include "ai_cmd.h"
#include "ai_team.h"
#include "ai_distances.h"
//
#include "chars.h"
#include "inv.h"
#include "syn.h"
#ifndef MAX_PATH // LBO 1/26/05
#define MAX_PATH 144
#endif
//bot states
bot_state_t botstates[MAX_CLIENTS];
//number of bots
int ai_numbots;
//time to do a regular update
float regularupdate_time;
//
vmCvar_t bot_thinktime;
vmCvar_t bot_verbose;
vmCvar_t memorydump;
vmCvar_t bot_profile;
vmCvar_t bot_findgoal;
/*
==================
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: {
trap_Cvar_Update( &bot_verbose );
if ( bot_verbose.integer == 1 ) {
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 = 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 = &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 = BotGetEntity( 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];
// RF, disabled
return;
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;
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, j;
// get rankings for all the bots
for ( i = 0; i < level.numConnectedClients; i++ ) {
j = level.sortedClients[i];
if ( botstates[j].inuse ) {
ranks[j] = botstates[i].num_kills * 2 - botstates[j].num_deaths;
} else {
ranks[j] = -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 < level.numConnectedClients; i++ ) {
j = level.sortedClients[i];
if ( botstates[j].inuse ) {
botstates[j].num_kills = 0;
botstates[j].num_deaths = 0;
}
}
}
/*
==============
BotEntityInfo
==============
*/
void BotEntityInfo( int entnum, aas_entityinfo_t *info ) {
trap_AAS_EntityInfo( entnum, info );
}
/*
==============
BotAI_GetNumBots
==============
*/
int BotAI_GetNumBots( void ) {
return ai_numbots;
}
/*
==============
BotAI_SetNumBots
==============
*/
void BotAI_SetNumBots( int numbots ) {
ai_numbots = 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 = 0.15;
maxchange = 240;
}
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 );
}
/*
==============
BotSpeedBonus
==============
*/
void BotSpeedBonus( int clientNum ) {
}
/*
==============
BotInputToUserCommand
==============
*/
void BotInputToUserCommand( bot_state_t *bs, bot_input_t *bi, usercmd_t *ucmd, int delta_angles[3], int time ) {
vec3_t angles, forward, right;
short temp;
int j;
int value = 0;
//clear the whole structure
memset( ucmd, 0, sizeof( usercmd_t ) );
//
//Com_Printf("dir = %f %f %f speed = %f\n", bi->dir[0], bi->dir[1], bi->dir[2], bi->speed);
//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_ACTIVATE;
}
if ( bi->actionflags & ACTION_WALK ) {
ucmd->buttons |= BUTTON_WALKING;
}
if ( bi->actionflags & ACTION_RELOAD ) {
ucmd->wbuttons |= WBUTTON_RELOAD;
}
// START xkan, 9/16/2002
// see if the bots should prone
// there are 3 cases here (from highest priority to lowest):
// 1. the script set the bot to prone
// 2. the player has ordered the bot to prone
// 3. the player is proning, and the bot is following his lead
if ( ( bi->actionflags & ACTION_PRONE || bs->script.flags & BSFL_PRONE )
&& !( g_entities[bs->client].client->ps.eFlags & EF_PRONE ) ) {
// xkan, 10/23/2002 - only set WBUTTON_PRONE if we are not proning already
// 'cause setting it again will cancel the proning
ucmd->wbuttons |= WBUTTON_PRONE;
} else if ( !( bi->actionflags & ACTION_PRONE )
&& !( bs->script.flags & BSFL_PRONE )
&& ( g_entities[bs->client].client->ps.eFlags & EF_PRONE ) ) {
// now see if we should unprone, setting WBUTTON_PRONE again while
// we are already proning will unprone - xkan, 10/23/2002
ucmd->wbuttons |= WBUTTON_PRONE;
}
// END xkan, 9/16/2002
// Start - TAT 9/18/2002
// Bots aren't zooming when they start using binoculars
// so if our new weapon is binoculars, do a start zoom
if ( ucmd->weapon != bi->weapon && bi->weapon == WP_BINOCULARS ) {
ucmd->wbuttons |= WBUTTON_ZOOM;
}
// End - TAT 9/18/2002
/* // Test having the bots lean left
if (bs->leanleft)
{
// Force them to lean left
ucmd->wbuttons |= WBUTTON_LEANLEFT;
} // if (bs->leanleft)...
*/
ucmd->weapon = bi->weapon;
// set the team elements
//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;
// SP: adjust speed according to current animation
/*
if (BotSinglePlayer() && !(bi->actionflags & ACTION_CROUCH)) {
animation_t *anim;
int animIndex;
bg_playerclass_t *classInfo;
//
classInfo = BG_GetPlayerClassInfo( bs->sess.sessionTeam, bs->sess.playerType );
if (classInfo) {
animIndex = BG_GetAnimScriptAnimation( bs->client, classInfo, (ucmd->buttons & BUTTON_WALKING) ? ANIM_MT_WALK : ANIM_MT_RUN );
if (animIndex >= 0) {
anim = BG_GetAnimationForIndex( classInfo, animIndex );
if (anim->moveSpeed > 0) {
bi->speed *= (float)anim->moveSpeed / g_speed.value;
if (bi->speed > 1.0f) bi->speed = 1.0f;
}
}
}
}
*/
//Com_Printf( "BotInputToUserCommand: bi->dir %s\n", vtosf(bi->dir) );
//set the view independent movement
ucmd->forwardmove = DotProduct( forward, bi->dir ) * bi->speed;
ucmd->rightmove = DotProduct( right, bi->dir ) * bi->speed;
ucmd->upmove = abs( forward[2] ) * bi->dir[2] * bi->speed;
//normal keyboard movement
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 )
// START xkan, 8/23/2002
// if the script says crouch, then crouch.
|| ( bs->script.flags & BSFL_CROUCH )
// END xkan, 8/23/2002
) {
ucmd->upmove -= 127;
}
//
//in single player, restrict movement speeds
value = -1;
if ( BotSinglePlayer() || BotCoop() ) {
// Axis bots should be slow
if ( bs->sess.sessionTeam == TEAM_AXIS ) {
if ( ucmd->buttons & BUTTON_WALKING ) {
if ( ucmd->forwardmove || ucmd->rightmove ) {
g_entities[bs->client].client->ps.friction = 0.1;
} else {
g_entities[bs->client].client->ps.friction = 1.0;
}
value = 24; // make sure feet dont slide in single player
} else {
g_entities[bs->client].client->ps.friction = 1.0;
value = 80;
}
} // if (bs->sess.sessionTeam == TEAM_AXIS)) ...
// Allied bots should keep up with you
else
{
if ( ucmd->buttons & BUTTON_WALKING ) {
if ( ucmd->forwardmove || ucmd->rightmove ) {
g_entities[bs->client].client->ps.friction = 0.1;
} else {
g_entities[bs->client].client->ps.friction = 1.0;
}
value = 64; // as fast as the player
} else {
g_entities[bs->client].client->ps.friction = 1.0;
value = 127; // as fast as the player
} // else...
} // if (BotSinglePlayer())...
} else {
if ( ucmd->buttons & BUTTON_WALKING ) {
value = 64; // keep in line with player movements
}
}
//
//if (bs->leader == 0 && bs->leader_tagent == 0)
// G_Printf( "%s: %i, %i\n", g_entities[bs->client].client->pers.netname, ucmd->forwardmove, ucmd->rightmove );
if ( value > 0 ) {
if ( ucmd->forwardmove > value ) {
ucmd->rightmove = (int)( (float)ucmd->rightmove * ( (float)value / (float)ucmd->forwardmove ) );
ucmd->forwardmove = value;
} else if ( ucmd->forwardmove < -value ) {
ucmd->rightmove = (int)( (float)ucmd->rightmove * ( (float)-value / (float)ucmd->forwardmove ) );
ucmd->forwardmove = -value;
}
//
if ( ucmd->rightmove > value ) {
ucmd->forwardmove = (int)( (float)ucmd->forwardmove * ( (float)value / (float)ucmd->rightmove ) );
ucmd->rightmove = value;
} else if ( ucmd->rightmove < -value ) {
ucmd->forwardmove = (int)( (float)ucmd->forwardmove * ( (float)-value / (float)ucmd->rightmove ) );
ucmd->rightmove = -value;
}
}
//Com_Printf("forward = %d right = %d up = %d\n", ucmd.forwardmove, ucmd.rightmove, ucmd.upmove);
//Com_Printf("ucmd->serverTime = %d\n", ucmd->serverTime);
}
/*
==============
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( bs, &bi, &bs->lastucmd, bs->cur_ps.delta_angles, time );
// sprint always if we have no enemy
if ( !( bs->lastucmd.buttons & BUTTON_WALKING ) ) {
if ( bs->flags & BFL_SPRINT ) {
bs->lastucmd.buttons |= BUTTON_SPRINT;
if ( level.clients[bs->client].pmext.sprintTime < 200 ) {
bs->flags &= ~BFL_SPRINT;
}
} else {
if ( level.clients[bs->client].pmext.sprintTime > 7000 ) {
// if we are trying to escape an enemy, or chasing them
if ( bs->enemy > -1 && bs->last_fire < level.time - 1000 ) {
bs->flags |= BFL_SPRINT;
}
// if we are defending someone, try to stay close
if ( bs->target_goal.entitynum == bs->leader && bs->leader >= 0 ) {
bs->flags |= BFL_SPRINT;
}
}
}
}
// if someone is trying to help us, walk
if ( g_entities[bs->client].missionLevel > level.time + 200 ) {
bs->lastucmd.buttons |= BUTTON_WALKING;
}
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;
}
}
/*
================
BotTravelFlagsForClient
Only returns special flags that are absolutely necessary for this level
================
*/
int BotTravelFlagsForClient( int client ) {
int tfl;
gclient_t *cl = &level.clients[client];
//
if ( !cl || !cl->pers.connected == CON_CONNECTED ) {
return 0;
}
//
tfl = TFL_DEFAULT;
//
if ( cl->sess.sessionTeam == TEAM_ALLIES ) {
tfl |= TFL_TEAM_ALLIES;
} else if ( cl->sess.sessionTeam == TEAM_AXIS ) {
tfl |= TFL_TEAM_AXIS;
}
//
// if there are no team doors in the level, then always use defaults
if ( !level.doorAllowTeams ) {
return tfl;
}
//
if ( ( level.doorAllowTeams & TEAM_ALLIES ) && cl->sess.sessionTeam == TEAM_ALLIES ) {
tfl |= TFL_TEAM_ALLIES;
if ( ( level.doorAllowTeams & ALLOW_DISGUISED_CVOPS ) && cl->ps.powerups[PW_OPS_DISGUISED] ) {
tfl |= TFL_TEAM_ALLIES_DISGUISED;
}
}
if ( ( level.doorAllowTeams & TEAM_AXIS ) && cl->sess.sessionTeam == TEAM_AXIS ) {
tfl |= TFL_TEAM_AXIS;
if ( ( level.doorAllowTeams & ALLOW_DISGUISED_CVOPS ) && cl->ps.powerups[PW_OPS_DISGUISED] ) {
tfl |= TFL_TEAM_AXIS_DISGUISED;
}
}
//
return tfl;
}
/*
==============
BotAI
==============
*/
int BotAI( int client, float thinktime ) {
bot_state_t *bs;
char buf[1024];
int j, areanum;
trap_EA_ResetInput( client, NULL );
bs = &botstates[client];
if ( !bs->inuse ) {
BotAI_Print( PRT_FATAL, "client %d hasn't been setup\n", client );
return BLERR_AICLIENTNOTSETUP;
}
//retrieve the current client state
BotAI_GetClientState( client, &bs->cur_ps );
// Mad Doctor I, 9/19/2002
// If we haven't yet set up our initial desired weapon, do so now.
if ( bs->weaponnum == -1 ) {
// We at first want to use the weapon we spawned with
bs->weaponnum = bs->cur_ps.weapon;
} // if (bs->weaponnum == -1)...
//get the session data
bs->sess = level.clients[client].sess;
// set the team
bs->mpTeam = bs->sess.sessionTeam;
//retrieve any waiting console messages
// Gordon: you MUST do this to acknowledge any commands sent
while ( trap_BotGetServerCommand( client, buf, sizeof( buf ) ) ) ;
//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->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;
//set the travelflags for this bot
bs->tfl = BotTravelFlagsForClient( bs->client );
//get the area the bot is in
areanum = BotPointAreaNum( bs->client, bs->origin );
if ( areanum ) {
bs->areanum = areanum;
}
if ( bot_profile.integer == 3 ) {
int t = trap_Milliseconds();
// the real AI
BotDeathmatchAI( bs, thinktime );
t = trap_Milliseconds() - t;
G_Printf( "Time for BotDeathmatchAI: %s: %i\n", level.clients[bs->client].pers.netname, t );
} else {
BotDeathmatchAI( bs, thinktime );
}
level.clients[bs->client].sess.latchPlayerType = bs->mpClass; // FIXME: better place for this?
//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, j, botnum = 0;
int numbots = BotAI_GetNumBots();
for ( i = 0; i < level.numConnectedClients; i++ ) {
j = level.sortedClients[i];
if ( !botstates[j].inuse ) {
continue;
}
//initialize the bot think residual time
botstates[j].botthink_residual = bot_thinktime.integer * botnum / numbots;
botnum++;
}
}
/*
==============
BotGetInitialAttributes
==============
*/
void BotGetInitialAttributes( bot_state_t *bs ) {
if ( G_IsSinglePlayerGame() ) {
// Default for Allies
if ( bs->mpTeam == TEAM_ALLIES ) {
bs->attribs[BOT_REACTION_TIME] = 0.5f;
bs->attribs[BOT_AIM_ACCURACY] = 0.35f;
bs->attribs[BOT_WIMP_FACTOR] = 0.25f;
} // if (bs->mp_team == TEAM_ALLIES)...
// Make Nazis wimpier
else
{
bs->attribs[BOT_REACTION_TIME] = 1.5f;
bs->attribs[BOT_AIM_ACCURACY] = 0.2f;
bs->attribs[BOT_WIMP_FACTOR] = 0.25f;
} // else...
} // if (G_IsSinglePlayerGame())...
else
{
bs->attribs[BOT_REACTION_TIME] = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_REACTIONTIME, 0, 1 );
bs->attribs[BOT_AIM_ACCURACY] = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_AIM_ACCURACY, 0, 1 );
// default to not wimpy at all
bs->attribs[BOT_WIMP_FACTOR] = 0.01f;
} // else...
}
enum botDefaultKeyEnum
{
e_BOT_NAME,
e_BOT_REACTION_TIME,
e_BOT_AIM_ACCURACY,
e_BOT_WIMP_FACTOR,
e_SETSPEEDCOEFFICIENT,
e_SETFIRERATE,
e_SETFIRECYCLETIME,
e_SETFIELDOFVIEW,
e_SETHEARINGRANGE,
e_SETCLOSEHEARINGRANGE,
e_SETVISIONRANGE,
e_SETFARSEEINGRANGE,
e_SETMOVEMENTAUTONOMY,
e_SETWEAPONAUTONOMY,
MAX_BOT_DEFAULT_KEYS
};
const char *g_botDefaultKeys[] =
{
"BOT",
"BOT_REACTION_TIME",
"BOT_AIM_ACCURACY",
"BOT_WIMP_FACTOR",
"SETSPEEDCOEFFICIENT",
"SETFIRERATE",
"SETFIRECYCLETIME",
"SETFIELDOFVIEW",
"SETHEARINGRANGE",
"SETCLOSEHEARINGRANGE",
"SETVISIONRANGE",
"SETFARSEEINGRANGE",
"SETMOVEMENTAUTONOMY",
"SETWEAPONAUTONOMY"
};
// Globally store the bot defaults
BotDefaultAttributes_t g_botDefaultValues[MAX_BOT_DEFAULTS];
// Have the default attributes been loaded (only need to do this once!)
qboolean g_loadedDefaultBotAttributes = qfalse;
// How many bots' default values have we loaded?
int g_botDefaultValueCount = 0;
//
// ParseBotDefaultAttributes
//
// Description: Read in the default values for AI Characters
// Written: 1/11/2003
//
void ParseBotDefaultAttributes
(
char *fileName
) {
// Local Variables ////////////////////////////////////////////////////////
// The text file containing our default bot attributes
fileHandle_t botAttributeFile;
// Have we found a new bot
qboolean foundBot = qfalse;
// How many fields have we read for the bot?
int fieldCount = 0;
// Index for keys
int j;
// file length
int len;
// file data
char data[MAX_BOT_DEFAULT_FILE_SIZE];
char **p, *ptr;
char *token;
// Level of autonomy setting
int level;
///////////////////////////////////////////////////////////////////////////
// Bail if we've already loaded this
if ( g_loadedDefaultBotAttributes ) {
return;
}
// Open the text file containing the AI default attributes
len = trap_FS_FOpenFile( fileName, &botAttributeFile, FS_READ );
// empty file?
if ( len <= 0 ) {
return;
}
// too big file
if ( len >= ( sizeof( data ) - 1 ) ) {
Com_Printf( "File %s too long\n", fileName );
return;
}
// read all the data into the buffer
trap_FS_Read( data, len, botAttributeFile );
data[len] = 0;
trap_FS_FCloseFile( botAttributeFile );
ptr = data;
p = &ptr;
while ( 1 )
{
// Get the next token
token = COM_ParseExt( p, qtrue );
// if no more tokens, we're done looping
if ( !token || token[0] == 0 ) {
break;
}
// Are we finished?
if ( !Q_stricmp( token, "DONE" ) ) {
// If we'd found a bot already, move on
if ( foundBot ) {
// Report an error if there were not enough fields
if ( fieldCount < MAX_BOT_DEFAULT_KEYS ) {
Com_Printf( "File %s has bot %s without enough fields\n",
fileName, g_botDefaultValues[g_botDefaultValueCount].m_botName );
} // if (fieldCount < MAX_BOT_DEFAULT_KEYS)...
// Go on to the next bot
g_botDefaultValueCount++;
} // if (foundBot)...
break;
} // if (!Q_stricmp(token, "DONE"))...
// Check to see if this was a special element
for ( j = e_BOT_NAME; j < MAX_BOT_DEFAULT_KEYS; j++ )
{
// Does this line match one of our key lines?
if ( !Q_stricmp( token, g_botDefaultKeys[j] ) ) {
// Read the data for this key line
switch ( j )
{
case e_BOT_NAME:
// If we'd found a bot already, move on
if ( foundBot ) {
// Report an error if there were not enough fields
if ( fieldCount < MAX_BOT_DEFAULT_KEYS ) {
Com_Printf( "File %s has bot %s without enough fields\n",
fileName, g_botDefaultValues[g_botDefaultValueCount].m_botName );
} // if (fieldCount < MAX_BOT_DEFAULT_KEYS)...
// Go on to the next bot
g_botDefaultValueCount++;
} // if (foundBot)...
// Read the name of its target
token = COM_ParseExt( p, qtrue );
strcpy( g_botDefaultValues[g_botDefaultValueCount].m_botName, token );
// We found a new bot
foundBot = qtrue;
// We have one of the fields (name) filled
fieldCount = 1;
break;
case e_BOT_REACTION_TIME:
// Read entity's name
token = COM_ParseExt( p, qtrue );
g_botDefaultValues[g_botDefaultValueCount].m_reactionTime = atof( token );
// We've found another field
fieldCount++;
break;
case e_BOT_AIM_ACCURACY:
// Read entity's classname
token = COM_ParseExt( p, qtrue );
g_botDefaultValues[g_botDefaultValueCount].m_aimAccuracy = atof( token );
// We've found another field
fieldCount++;
break;
case e_BOT_WIMP_FACTOR:
// Read entity's classname
token = COM_ParseExt( p, qtrue );
g_botDefaultValues[g_botDefaultValueCount].m_wimpFactor = atof( token );
// We've found another field
fieldCount++;
break;
case e_SETSPEEDCOEFFICIENT:
// Read entity's classname
token = COM_ParseExt( p, qtrue );
g_botDefaultValues[g_botDefaultValueCount].m_speedCoefficient = atof( token );
// We've found another field
fieldCount++;
break;
case e_SETFIRERATE:
// Read entity's classname
token = COM_ParseExt( p, qtrue );
g_botDefaultValues[g_botDefaultValueCount].m_fireRate = atof( token );
// We've found another field
fieldCount++;
break;
case e_SETFIRECYCLETIME:
// Read min fire rate
token = COM_ParseExt( p, qtrue );
g_botDefaultValues[g_botDefaultValueCount].m_minFireRateCycleTime =
atoi( token );
// Read max fire rate
token = COM_ParseExt( p, qtrue );
g_botDefaultValues[g_botDefaultValueCount].m_maxFireRateCycleTime =
atoi( token );
// We've found another field
fieldCount++;
break;
case e_SETFIELDOFVIEW:
// Read entity's classname
token = COM_ParseExt( p, qtrue );
g_botDefaultValues[g_botDefaultValueCount].m_scriptedFieldOfView = atof( token );
// We've found another field
fieldCount++;
break;
case e_SETHEARINGRANGE:
// Read entity's classname
token = COM_ParseExt( p, qtrue );
g_botDefaultValues[g_botDefaultValueCount].m_scriptedHearingRange = atof( token );
// We've found another field
fieldCount++;
break;
case e_SETCLOSEHEARINGRANGE:
// Read entity's classname
token = COM_ParseExt( p, qtrue );
g_botDefaultValues[g_botDefaultValueCount].m_closeHearingRange = atof( token );
// We've found another field
fieldCount++;
break;
case e_SETVISIONRANGE:
// Read entity's classname
token = COM_ParseExt( p, qtrue );
g_botDefaultValues[g_botDefaultValueCount].m_visionRange = atof( token );
// We've found another field
fieldCount++;
break;
case e_SETFARSEEINGRANGE:
// Read entity's classname
token = COM_ParseExt( p, qtrue );
g_botDefaultValues[g_botDefaultValueCount].m_farSeeingRange = atof( token );
// We've found another field
fieldCount++;
break;
case e_SETMOVEMENTAUTONOMY:
// Read entity's classname
token = COM_ParseExt( p, qtrue );
level = BotWeaponAutonomyForString( token );
g_botDefaultValues[g_botDefaultValueCount].m_movementAutonomy = level;
// We've found another field
fieldCount++;
break;
case e_SETWEAPONAUTONOMY:
// Read entity's classname
token = COM_ParseExt( p, qtrue );
level = BotMovementAutonomyForString( token );
g_botDefaultValues[g_botDefaultValueCount].m_weaponAutonomy = level;
// We've found another field
fieldCount++;
break;
};
// We found a match, so don't keep checking
break;
} // if (!Q_stricmp(token, keys[j]))...
} // for ( j = e_BOT_NAME; j < MAX_BOT_DEFAULT_KEYS; j++)...
} // while (1)
// We've loaded this file. Don't do it again
g_loadedDefaultBotAttributes = qtrue;
}
//
// ParseBotDefaultAttributes
//
//
// BotSetCharacterAttributes
//
// Description: Set attributes for specific characters in code as a default
// these can all be overriden by scripts
// Written: 1/11/2003
//
void BotSetCharacterAttributes
(
bot_state_t *bs,
// What default attributes should we use?
BotDefaultAttributes_t *defaults
) {
// Local Variables ////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// What delay is there before we react to an enemy?
bs->attribs[BOT_REACTION_TIME] = defaults->m_reactionTime;
// How often do we hit our target?
bs->attribs[BOT_AIM_ACCURACY] = defaults->m_aimAccuracy;
// How likely are we to run back to the player
bs->attribs[BOT_WIMP_FACTOR] = defaults->m_wimpFactor;
// How fast do we move?
bs->speedCoefficient = defaults->m_speedCoefficient;
// What % of the time will we fire?
bs->fireRate = defaults->m_fireRate;
// Set the fire cycle length
bs->minFireRateCycleTime = defaults->m_minFireRateCycleTime;
bs->maxFireRateCycleTime = defaults->m_maxFireRateCycleTime;
// What is our scripted FOV?
bs->scriptedFieldOfView = defaults->m_scriptedFieldOfView;
// What is our scripted hearing range?
bs->scriptedHearingRange = defaults->m_scriptedHearingRange;
// When an enemy is this close, we can hear them even outside our
// field of view
bs->closeHearingRange = defaults->m_closeHearingRange;
// How far can this bot see?
bs->visionRange = defaults->m_visionRange;
// This range is range to which we can see enemies, even if they
// are too far to attack
bs->farSeeingRange = defaults->m_farSeeingRange;
// How independent?
bs->movementAutonomy = defaults->m_movementAutonomy;
bs->script.movementAutonomy = defaults->m_movementAutonomy;
}
//
// BotSetCharacterAttributes
//
//
// BotSetUpCharacter
//
// Description: Determine which character this is and set the attributes
// Written: 1/11/2003
//
void BotSetUpCharacter
(
bot_state_t *bs
) {
// Local Variables ////////////////////////////////////////////////////////
int i;
///////////////////////////////////////////////////////////////////////////
// Make sure we've parsed the default attributes file
ParseBotDefaultAttributes( "botfiles\\botAttributes.bot" );
// Loop through the loaded bot default attributes and find out if we've got
// one of this character name.
for ( i = 0; i < g_botDefaultValueCount; i++ )
{
// Is this the bot default to use?
if ( !Q_stricmp( g_entities[bs->client].scriptName,
g_botDefaultValues[i].m_botName ) ) {
// Use these defaults
BotSetCharacterAttributes( bs, &( g_botDefaultValues[i] ) );
} // if (!Q_stricmp(g_entities[bs->client].scriptName...
} // for (i = 0; i < g_botDefaultValueCount; i++)...
}
//
// BotSetUpCharacter
//
/*
==============
BotAISetupClient
==============
*/
int BotAISetupClient( int client, struct bot_settings_s *settings ) {
char filename[MAX_PATH], name[MAX_PATH], gender[MAX_PATH];
bot_state_t *bs;
int errnum, i;
bs = &botstates[client];
if ( 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 %d 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, MAX_PATH );
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, MAX_PATH );
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, MAX_PATH );
trap_Characteristic_String( bs->character, CHARACTERISTIC_CHAT_NAME, name, MAX_PATH );
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, MAX_PATH );
//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->ms = trap_BotAllocMoveState();
bs->walker = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_WALKER, 0, 1 );
bs->enemy = -1;
bs->altenemy = -1;
bs->leader = -1;
bs->leader_tagent = -1;
bs->returnToLeader = -1;
bs->isBotSelectable = qtrue;
// setup initial teamplay selections
bs->mpTeam = ( !Q_stricmp( settings->team, "axis" ) ? TEAM_AXIS : TEAM_ALLIES );
bs->mpClass = BotSuggestClass( bs, bs->mpTeam );
bs->mpWeapon = BotSuggestWeapon( bs, bs->mpTeam );
level.clients[bs->client].sess.latchPlayerType = bs->mpClass; // FIXME: better place for this?
level.clients[bs->client].sess.latchPlayerWeapon = bs->mpWeapon; // FIXME: better place for this?
level.clients[bs->client].sess.latchPlayerWeapon2 = 0; // FIXME: better place for this?
//
bs->movementAutonomy = BMA_NOVALUE;
bs->script.movementAutonomy = BMA_NOVALUE;
bs->script.weaponAutonomy = BWA_NOVALUE;
bs->scriptAutonomy = BSA_QUITSCRIPT;
// TAT 11/14/2002 - no commanded weapon, use whatever you want
bs->commandedWeapon = -1;
// START Mad Doctor I changes, 8/15/2002
// When did we enter the current AI Node?
bs->enteredCurrentAINodeTime = 0;
// We've not seen an enemy yet
bs->alertState = AISTATE_RELAXED;
// What is our scripted FOV?
bs->scriptedFieldOfView = 120;
// What is our scripted hearing range?
bs->scriptedHearingRange = 750;
// When an enemy is this close, we can hear them even outside our
// field of view
bs->closeHearingRange = 200;
// What is our scripted speed coefficient
bs->speedCoefficient = 1;
// Default to a longer vision range for Allied Bots
if ( bs->mpTeam == TEAM_ALLIES ) {
// How far can this bot see?
bs->visionRange = 1200;
// Allies can see further off
bs->farSeeingRange = 1500;
} // if (bs->mpTeam == TEAM_ALLIES)...
else
{
// How far can this bot see?
bs->visionRange = 750;
// Nazis aren't far-sightes
bs->farSeeingRange = bs->visionRange;
} // else...
// Not doing any avoid goal yet
bs->avoid_goal.goalEndTime = 0;
// Default to the scripts not telling us to use a specific weapon
bs->scriptedWeapon = -1;
// Default to not scritped asleep
bs->scriptedSleep = qfalse;
// We haven't failed a move yet.
bs->movementFailedBadly = qfalse;
// We haven't overriden a movetomarker
bs->overrideMovementScripts = qfalse;
// last time an anim was played using scripting
bs->scriptAnimTime = -1;
// which anim was last played by the scripts
// We'll want to find a new combat spot right away
bs->whenToFindNewCombatSpot = 0;
// We have no assigned seek cover spot
bs->seekCoverSpot = -1;
// Are we currently hiding?
bs->amIHiding = qfalse;
// When should we stop hiding
bs->toggleHidingTime = 0;
// We have no scripted cover spot yet
bs->scriptedCoverSpot = NULL;
for ( i = 0; i < MAX_STORED_SEEKCOVERS; i++ )
bs->lastSeekCoverSpots[i] = -1;
// We're not in a chain of cover spots yet
bs->coverSpotType = COVER_CHAIN_NONE;
// END Mad Doctor I changes, 8/15/2002
// RF, note: all script variables should exist within bs->script structure
// START xkan, 8/21/2002
// default to no crouch and no prone
bs->script.flags &= ~BSFL_CROUCH;
bs->script.flags &= ~BSFL_PRONE;
// END xkan, 8/21/2002
// Mad Doctor I, 9/19/2002. Init to "not inited"!
bs->weaponnum = -1;
//
BotAI_SetNumBots( BotAI_GetNumBots() + 1 );
//NOTE: reschedule the bot thinking
BotScheduleBotThink();
// get the attributes
BotGetInitialAttributes( bs );
// no script data yet
bs->script.data = NULL;
//
bs->fireRate = 1.0; // xkan, 10/23/2002 - init to normal(maximum) fire rate
// We can check fire rate at start
bs->fireRateCheckTime = 0;
bs->minFireRateCycleTime = kBOT_MIN_FIRE_CYCLE_TIME;
bs->maxFireRateCycleTime = kBOT_MAX_FIRE_CYCLE_TIME;
// We haven't arrived at our spot yet
bs->arrived = qfalse;
return qtrue;
}
/*
==============
BotAIShutdownClient
==============
*/
int BotAIShutdownClient( int client ) {
bot_state_t *bs;
bs = &botstates[client];
if ( !bs->inuse ) {
// BotAI_Print(PRT_ERROR, "client %d already shutdown\n", client);
return BLERR_AICLIENTALREADYSHUTDOWN;
}
// close log file
if ( bs->script.logFile && ( bs->script.flags & BSFL_LOGGING ) ) {
bs->script.flags &= ~BSFL_LOGGING;
trap_FS_FCloseFile( bs->script.logFile );
bs->script.logFile = 0;
}
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
BotAI_SetNumBots( BotAI_GetNumBots() - 1 );
//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;
//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;
//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 );
}
// Start TAT 9/27/2002
// We should make sure the returnToLeader is -1, meaning no one
bs->returnToLeader = -1;
// End TAT 9/27/2002
}
/*
==============
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 );
} else {
// NULL mapname is a restart
trap_BotLibLoadMap( NULL );
}
for ( i = 0; i < MAX_CLIENTS; i++ ) {
if ( botstates[i].inuse ) {
BotResetState( &botstates[i] );
botstates[i].setupcount = 4;
}
}
BotSetupDeathmatchAI();
BotSpawnSpecialEntities();
trap_BotLibStartFrame( (float) level.time / 1000 );
return BLERR_NOERROR;
}
/*
==================
BotPreProcessAI
Perform Pre-processing steps on the bots and entities
==================
*/
void BotPreProcessAI() {
}
int botTime_EmergencyGoals;
int botTime_FindGoals;
int botTime_FindEnemy;
/*
==================
BotAIThinkFrame
==================
*/
int BotAIThinkFrame( int time ) {
int i;
int elapsed_time, thinktime, thinkcount, lastthinkbot, botcount;
static int local_time;
static int botlib_residual;
static int lastbotthink_time;
static int lastbot;
int startTime /*, totalProfileTime*/;
if ( bot_profile.integer == 1 ) {
startTime = trap_Milliseconds();
}
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 );
trap_Cvar_Update( &bot_profile );
// Ridah, set the default AAS world
trap_AAS_SetCurrentWorld( 0 );
trap_Cvar_Update( &memorydump );
botTime_EmergencyGoals = 0;
botTime_FindGoals = 0;
botTime_FindEnemy = 0;
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;
}
thinkcount = 0;
lastthinkbot = lastbot;
// execute scheduled bot AI
for ( i = lastbot + 1, botcount = 0; botcount < MAX_CLIENTS; i++, botcount++ ) {
// If we've gone past the end of the list, start over
if ( i >= MAX_CLIENTS ) {
// Start back at the beginning of the list
i = 0;
// Perform Pre-processing steps on the bots and entities
BotPreProcessAI();
}
if ( !botstates[i].inuse ) {
continue;
}
botstates[i].botthink_residual += elapsed_time + ( rand() % ( bot_thinktime.integer / 4 ) ); // randomize the times a bit so they are more likely to disperse amongst frames
if ( botstates[i].botthink_residual >= thinktime * ( ( VectorLengthSquared( botstates[i].cur_ps.velocity ) < SQR( 10 ) ) ? 2 : 1 ) ) {
botstates[i].botthink_residual -= thinktime * ( ( VectorLengthSquared( botstates[i].cur_ps.velocity ) < SQR( 10 ) ) ? 2 : 1 );
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, thinktime / 1000.f );
BotUpdateInput( &botstates[i], time );
trap_BotUserCommand( botstates[i].client, &botstates[i].lastucmd );
//
lastthinkbot = i;
}
thinkcount++;
/* if(thinkcount >= 4) {
break;
}*/
}
}
lastbot = lastthinkbot;
/* if( bot_profile.integer == 1 ) {
totalProfileTime = trap_Milliseconds() - startTime;
G_Printf( "BotAIThinkFrame: %4i total (%4i em, %4i fg, %4i en) thinkcount: %i\n", totalProfileTime, botTime_EmergencyGoals, botTime_FindGoals, botTime_FindEnemy, thinkcount );
}*/
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;
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;
}
BotCountLandMines();
// 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 < level.num_entities; i++ ) {
// Ridah - WOLF, we only need client entity information
//if (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( BotGetOrigin( i ), state.origin );
if ( !VectorCompare( ent->r.currentAngles, vec3_origin ) ) {
VectorCopy( ent->r.currentAngles, state.angles );
} else if ( ent->client ) {
VectorCopy( ent->client->ps.viewangles, state.angles );
} else {
VectorCopy( ent->s.angles, 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.powerups = ent->s.powerups;
state.legsAnim = ent->s.legsAnim;
state.torsoAnim = ent->s.torsoAnim;
state.weapon = ent->s.weapon;
trap_BotLibUpdateEntity( i, &state );
}
BotAIRegularUpdate();
}
#ifndef NO_BOT_SUPPORT
// let bots do their thinking (only if this is dedicated, or the local client hasnt processed bot thinks in a while)
if ( bot_enable.integer && ( g_dedicated.integer || ( level.lastClientBotThink < level.time - 200 ) ) ) {
BotAIThinkFrame( level.time );
}
#endif // NO_BOT_SUPPORT
// Since there is no interpolation on the client-side anymore, there is no need to move the bot at a set time-interval anymore
/*
// execute bot user commands every frame
for( i = 0; i < MAX_CLIENTS; i++ ) {
if( !botstates[i].inuse ) {
continue;
}
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
trap_Cvar_VariableStringBuffer( "sv_maxclients", buf, sizeof( buf ) );
if ( !strlen( buf ) ) {
strcpy( buf, "8" );
}
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 );
trap_Cvar_VariableStringBuffer( "bot_developer", buf, sizeof( buf ) );
if ( !strlen( buf ) ) {
strcpy( buf, "0" );
}
trap_BotLibVarSet( "bot_developer", buf );
//log file
trap_Cvar_VariableStringBuffer( "bot_developer", 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", "0" );
}
//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 );
}
//cd directory
trap_Cvar_VariableStringBuffer( "fs_cdpath", buf, sizeof( buf ) );
if ( strlen( buf ) ) {
trap_BotLibVarSet( "cddir", 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_verbose, "bot_verbose", "0", 0 );
trap_Cvar_Register( &bot_thinktime, "bot_thinktime", "50", 0 );
trap_Cvar_Register( &bot_profile, "bot_profile", "0", 0 );
trap_Cvar_Register( &memorydump, "memorydump", "0", 0 );
trap_Cvar_Register( &bot_findgoal, "bot_findgoal", "0", 0 );
//if the game is restarted for a tournament
if ( restart ) {
return BLERR_NOERROR;
}
//initialize the bot states
memset( botstates, 0, sizeof( botstates ) );
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 < level.numConnectedClients; i++ ) {
if ( botstates[level.sortedClients[i]].inuse ) {
BotAIShutdownClient( botstates[level.sortedClients[i]].client );
}
}
//don't shutdown the bot library
} else {
trap_BotLibShutdown();
}
return qtrue;
}
//====================================================
// BOT GAME ENTITIES
//
// Used for point entities that dont need to be sitting
// in the global list of entities, wasting valuable slots.
// TAT 11/13/2002 NUM_BOTGAMEENTITIES defined in botlib.h
/*
gentity_t botGameEntities[NUM_BOTGAMEENTITIES];
int numBotGameEntities;
// TAT - bot_mg42_spot works, if we want to use this system
char *botGameEntityNames[] = {
// "ai_marker",
// "bot_sniper_spot",
// "bot_mg42_spot",
// "bot_seek_cover_spot",
NULL
};
void BotInitBotGameEntities(void) {
memset( botGameEntities, 0, sizeof(botGameEntities) );
numBotGameEntities = 0;
}
gentity_t *BotSpawnGameEntity(void) {
if (numBotGameEntities >= NUM_BOTGAMEENTITIES) return NULL;
//
botGameEntities[numBotGameEntities].s.number = MAX_GENTITIES + numBotGameEntities;
botGameEntities[numBotGameEntities].inuse = qtrue;
return &botGameEntities[numBotGameEntities++];
}
// TAT 11/12/2002 - we're going to want to check that something is from this list
// first thing when we spawn it
// And this returns a ptr to the new entity or to the old one if it isn't from our list
gentity_t *BotCheckBotGameEntity( gentity_t *ent )
{
int i;
gentity_t *botent;
int num;
if (!ent->classname) return ent;
// is this a bot game entity?
for (i=0; botGameEntityNames[i]; i++) {
if (!Q_stricmp( botGameEntityNames[i], ent->classname )) {
botent = BotSpawnGameEntity();
if (!botent) {
G_Error( "BotCheckBotGameEntity: exceeded NUM_BOTGAMEENTITIES (%i)", NUM_BOTGAMEENTITIES );
}
num = botent->s.number;
memcpy( botent, ent, sizeof(gentity_t) );
botent->s.number = num;
// free the entity
G_FreeEntity( ent );
// in our list, return the new entity
return botent;
}
}
// not in our list
return ent;
}
*/
gentity_t *BotFindEntity( gentity_t *from, int fieldofs, char *match ) {
return G_Find( from, fieldofs, match );
}
/*
=================
FindBotByName
=================
Get the bot state of a named bot
*/
bot_state_t *FindBotByName
(
// Name of the bot to look up
char * botName
) {
// Pointer to another bot that might be specified in the scripting
bot_state_t *otherBot = NULL;
// Index for looping through bots
int botNum = 0;
// Loop through all the bots
for ( botNum = 0; botNum < level.maxclients; botNum++ )
{
// RF, make sure it's still in use
if ( !botstates[botNum].inuse ) {
continue;
}
// Grab the next bot to check its name
otherBot = &botstates[botNum];
// Does this bot have the right name?
if ( !Q_stricmp( g_entities[otherBot->client].scriptName, botName ) ) {
// This is our bot, send it up the chain!
return otherBot;
} // if (!Q_stricmp(g_entities[bs->client].scriptName, botName))...
} // for (botNum=0; botNum= MAX_GENTITIES ) ) {
G_Printf( "^1BotGetEntity: Invalid entityNum\n" );
return NULL;
}
#endif // _DEBUG
return &g_entities[entityNum];
}
//====================================================
// BOT STATIC ENTITY CACHE
//
// Used to speed up searching of common entities
// !!! NOTE: must be in synch with enum list in ai_main.h
char *botStaticEntityStrings[NUM_BOTSTATICENTITY] = {
"team_WOLF_checkpoint",
"trigger_flagonly",
"misc_mg42",
"trigger_objective_info",
"team_CTF_redflag",
"team_CTF_blueflag",
"func_explosive",
"func_door",
"func_door_rotating",
"func_constructible",
"trigger_multiple",
"trigger_flagonly_multiple",
"bot_landmine_area",
"bot_attractor",
"bot_sniper_spot",
"bot_landminespot_spot",
};
gentity_t *botStaticEntityList[NUM_BOTSTATICENTITY];
/*
===============
BotBuildStaticEntityCache
===============
*/
void BotBuildStaticEntityCache( void ) {
int i;
gentity_t *trav, *p;
//
memset( botStaticEntityList, 0, sizeof( botStaticEntityList ) );
//
for ( i = 0; i < NUM_BOTSTATICENTITY; i++ ) {
trav = NULL;
while ( ( trav = G_Find( trav, FOFS( classname ), botStaticEntityStrings[i] ) ) ) {
trav->botNextStaticEntity = NULL;
p = botStaticEntityList[i];
if ( !p ) {
botStaticEntityList[i] = trav;
} else { // add trav to the end of the list
while ( p->botNextStaticEntity ) p = p->botNextStaticEntity;
p->botNextStaticEntity = trav;
}
}
}
//
level.initStaticEnts = qtrue;
}
/*
================
BotFindNextStaticEntity
================
*/
gentity_t *BotFindNextStaticEntity( gentity_t *start, botStaticEntityEnum_t entityEnum ) {
gentity_t *trav;
// Gordon: give stuff time to spawn, just in case
if ( level.time - level.startTime < FRAMETIME * 5 ) {
return NULL;
}
if ( !level.initStaticEnts ) {
BotBuildStaticEntityCache();
}
trav = botStaticEntityList[entityEnum];
while ( trav && start && trav->s.number <= start->s.number ) {
trav = trav->botNextStaticEntity;
}
return trav;
}
/*
===============
BotFindEntityForName
===============
*/
gentity_t *BotFindEntityForName( char *name ) {
gentity_t *trav;
int i;
for ( trav = g_entities, i = 0; i < level.maxclients; i++, trav++ ) {
if ( !trav->inuse ) {
continue;
}
if ( !trav->client ) {
continue;
}
if ( !trav->aiName ) {
continue;
}
if ( Q_stricmp( trav->aiName, name ) ) {
continue;
}
return trav;
}
return NULL;
}
/*
================
BotSinglePlayer
================
*/
qboolean BotSinglePlayer() {
if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
return qtrue;
}
//
return qfalse;
}
/*
================
BotSinglePlayer
================
*/
qboolean BotCoop() {
if ( g_gametype.integer == GT_COOP ) {
return qtrue;
}
//
return qfalse;
}
/*
===============
G_SetAASBlockingEntity
Adjusts routing so AI knows it can't move through this entity
===============
*/
void G_SetAASBlockingEntity( gentity_t *ent, int blocking ) {
// Gordon: short circuit this as we dont need it
return;
if ( blocking > 0 ) {
// always add first flag if we are not clearing the flags
blocking |= 1;
}
// if we are not blocking now, and we were previously, always use the same box for removing the blocking areas
if ( !( blocking & 1 ) ) {
if ( ent->AASblocking & 1 ) {
// turn off old blocking areas
trap_AAS_SetAASBlockingEntity( ent->AASblocking_mins, ent->AASblocking_maxs, qfalse );
ent->AASblocking = qfalse;
}
// we're done
return;
}
// if we are currently blocking, and we are being asked to block again, but with a different box, turn off previous blocking
if ( blocking & 1 && ent->AASblocking & 1 && ( !VectorCompare( ent->r.absmin, ent->AASblocking_mins ) || !VectorCompare( ent->r.absmax, ent->AASblocking_maxs ) ) ) {
// turn off old blocking areas
trap_AAS_SetAASBlockingEntity( ent->AASblocking_mins, ent->AASblocking_maxs, qfalse );
}
// if we are blocking now and before, and the bounds are the same, ignore
if ( ( blocking == ent->AASblocking ) && ( VectorCompare( ent->r.absmin, ent->AASblocking_mins ) && VectorCompare( ent->r.absmax, ent->AASblocking_maxs ) ) ) {
return;
}
//
// determine mover status
//
if ( ent->s.eType == ET_EXPLOSIVE ) {
blocking |= BLOCKINGFLAG_MOVER;
} else if ( ent->s.eType == ET_CONSTRUCTIBLE && !( ent->spawnflags & 1024 ) ) {
if ( ent->spawnflags & 128 ) { // must be blocking
if ( !( ent->spawnflags & 512 ) ) { // not ignored by AAS
blocking |= BLOCKINGFLAG_MOVER;
}
}
}
//
// set the new blocking
//
ent->AASblocking = ( blocking & ~BLOCKINGFLAG_MOVER );
trap_AAS_SetAASBlockingEntity( ent->r.absmin, ent->r.absmax, blocking );
if ( blocking ) {
VectorCopy( ent->r.absmin, ent->AASblocking_mins );
VectorCopy( ent->r.absmax, ent->AASblocking_maxs );
}
}
/*
===================
BotRecordTeamDeath
Allows the AAS to make dangerous routes more costly, therefore bots will avoid them when possible
===================
*/
void BotRecordTeamDeath( int client ) {
vec3_t org;
int area, travelflags, teamCount, team;
//
//RF, disabling for now, seems to cause routing loops
return;
if ( G_IsSinglePlayerGame() ) {
return;
}
//
VectorCopy( BotGetOrigin( client ), org );
area = BotGetArea( client );
if ( !area ) {
return;
}
travelflags = BotTravelFlagsForClient( client );
team = level.clients[client].sess.sessionTeam;
teamCount = TeamCount( -1, team );
//
trap_AAS_RecordTeamDeathArea( org, area, team, teamCount, travelflags );
}
/*
===============
BotRecordAttack
src has just attacked dest
===============
*/
void BotRecordAttack( int src, int dest ) {
g_entities[dest].botLastAttackedTime = level.time;
g_entities[dest].botLastAttackedEnt = src;
}
// START - Mad Doc - TDf
/*
===============
BotDebug
fills the appropriate cvars for showing a bot's "thought bubble"
===============
*/
void BotDebug( int clientNum ) {
char buf[256];
// get the botstate
bot_state_t *bs;
bs = &botstates[clientNum];
if ( bs->inuse ) {
// TAT - print more detailed info for follow leader
if ( bs->leader > -1 ) {
trap_Cvar_Set( "bot_debug_curAINode", va( "%s: leader = %i tagent = %i", bs->ainodeText, bs->leader, bs->leader_tagent ) );
} else {
trap_Cvar_Set( "bot_debug_curAINode", bs->ainodeText );
}
switch ( bs->alertState )
{
case AISTATE_RELAXED:
trap_Cvar_Set( "bot_debug_alertState", "RELAXED" );
break;
case AISTATE_QUERY:
trap_Cvar_Set( "bot_debug_alertState", "QUERY" );
break;
case AISTATE_ALERT:
trap_Cvar_Set( "bot_debug_alertState", "ALERT" );
break;
case AISTATE_COMBAT:
trap_Cvar_Set( "bot_debug_alertState", "COMBAT" );
break;
default:
trap_Cvar_Set( "bot_debug_alertState", "ERROR bad state" );
break;
}
{
playerState_t *ps = &bs->cur_ps;
animModelInfo_t *animModelInfo = BG_GetCharacterForPlayerstate( ps )->animModelInfo;
trap_Cvar_Set( "bot_debug_anim", va( "leg-%s torso-%s",
animModelInfo->animations[ps->legsAnim & ~ANIM_TOGGLEBIT]->name,
animModelInfo->animations[ps->torsoAnim & ~ANIM_TOGGLEBIT]->name ) );
}
trap_Cvar_Set( "bot_debug_pos", ( va( "(%f,%f,%f)", bs->origin[0], bs->origin[1], bs->origin[2] ) ) );
// curr script function handled differently, so nothing here about it
Com_sprintf( buf, sizeof( buf ), "%i", BotGetMovementAutonomyLevel( bs ) );
trap_Cvar_Set( "bot_debug_moveAut", buf );
// TAT 12/9/2002 - Throwing some extra info into the cover spot display
{
g_serverEntity_t *coverSpot = GetServerEntity( bs->seekCoverSpot );
Com_sprintf( buf, sizeof( buf ), "%i(%s) Enemy = %i", bs->seekCoverSpot, coverSpot ? coverSpot->name : "", bs->enemy );
trap_Cvar_Set( "bot_debug_cover_spot", buf );
}
} else
{
trap_Cvar_Set( "bot_debug_curAINode", "NULL" );
trap_Cvar_Set( "bot_debug_alertState", "NULL" );
trap_Cvar_Set( "bot_debug_pos", "(--,--,--)" );
trap_Cvar_Set( "bot_debug_scriptFunc", "NULL" );
trap_Cvar_Set( "bot_debug_weapAut", "NULL" );
trap_Cvar_Set( "bot_debug_moveAut", "NULL" );
trap_Cvar_Set( "bot_debug_cover_spot", "NULL" );
trap_Cvar_Set( "bot_debug_anim", "NULL" );
}
}
// Mad Doc - TDF
/*
===============
GetBotAutonomies
stuffs the parms with the appropriate data
===============
*/
void GetBotAutonomies( int clientNum, int *weapAutonomy, int *moveAutonomy ) {
// get the botstate
bot_state_t *bs;
bs = &botstates[clientNum];
if ( bs->inuse ) {
// use +1 so we can have 0 mean not found
*moveAutonomy = BotGetMovementAutonomyLevel( bs ) + 1;
} else {
*moveAutonomy = 0;
}
}
// Mad Doc - TDF
/*
===============
GetBotAmmo
stuffs the parms with the appropriate data
===============
*/
void GetBotAmmo( int clientNum, int *weapon, int *ammo, int *ammoclip ) {
gentity_t *ent;
ent = &g_entities[clientNum];
*weapon = ent->client->ps.weapon;
*ammo = ent->client->ps.ammo[BG_FindAmmoForWeapon( *weapon )];
*ammoclip = ent->client->ps.ammoclip[BG_FindClipForWeapon( *weapon )];
}
// END Mad Doc - TDF
// xkan - sets the ideal view angles
void BotSetIdealViewAngles( int clientNum, vec3_t angle ) {
// get the botstate
bot_state_t *bs;
bs = &botstates[clientNum];
if ( bs->inuse ) {
VectorCopy( angle, bs->ideal_viewangles );
}
}
// TAT 1/14/2003 - init the bot's movement autonomy pos to it's current position
void BotInitMovementAutonomyPos( gentity_t *bot ) {
bot_state_t* bs = &botstates[bot->s.number];
if ( bs->inuse ) {
// TAT 1/14/2003 - set the autonomy position to the current position
VectorCopy( bot->client->ps.origin, bs->script.movementAutonomyPos );
VectorCopy( bot->client->ps.origin, bs->movementAutonomyPos );
}
}
/*
===================
BotDebugViewClient
===================
*/
void BotDebugViewClient( int client ) {
static int lastChange;
if ( bot_debug.integer != 10 ) {
return;
}
if ( !g_cheats.integer ) {
return;
}
if ( lastChange < level.time && lastChange > level.time - 5000 ) {
return;
}
if ( !level.clients[0].pers.connected == CON_CONNECTED ) {
return;
}
if ( g_entities[0].r.svFlags & SVF_BOT ) {
return;
}
if ( level.clients[0].sess.sessionTeam != TEAM_SPECTATOR ) {
return;
}
//
level.clients[0].sess.spectatorClient = client;
}