aboutsummaryrefslogtreecommitdiffstats
path: root/code/botlib/be_ai_weap.c
blob: 22d989e23724fd29893a3079fbcb7e43604fd940 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
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 Foobar; 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 "../game/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 "../game/botlib.h"
#include "../game/be_aas.h"
#include "be_aas_funcs.h"
#include "be_interface.h"
#include "be_ai_weight.h"		//fuzzy weights
#include "../game/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