コード例 #1
0
ファイル: ai_main.c プロジェクト: MAN-AT-ARMS/iortcw-archive
/*
==============
BotResetState

called when a bot enters the intermission or observer mode and
when the level is changed
==============
*/
void BotResetState( bot_state_t *bs ) {
	int client, entitynum, inuse;
	int movestate, goalstate, chatstate, weaponstate;
	bot_settings_t settings;
	int character;
	playerState_t ps;                           //current player state
	float entergame_time;

	//save some things that should not be reset here
	memcpy( &settings, &bs->settings, sizeof( bot_settings_t ) );
	memcpy( &ps, &bs->cur_ps, sizeof( playerState_t ) );
	inuse = bs->inuse;
	client = bs->client;
	entitynum = bs->entitynum;
	character = bs->character;
	movestate = bs->ms;
	goalstate = bs->gs;
	chatstate = bs->cs;
	weaponstate = bs->ws;
	entergame_time = bs->entergame_time;
	//free checkpoints and patrol points
	BotFreeWaypoints( bs->checkpoints );
	BotFreeWaypoints( bs->patrolpoints );
	//reset the whole state
	memset( bs, 0, sizeof( bot_state_t ) );
	//copy back some state stuff that should not be reset
	bs->ms = movestate;
	bs->gs = goalstate;
	bs->cs = chatstate;
	bs->ws = weaponstate;
	memcpy( &bs->cur_ps, &ps, sizeof( playerState_t ) );
	memcpy( &bs->settings, &settings, sizeof( bot_settings_t ) );
	bs->inuse = inuse;
	bs->client = client;
	bs->entitynum = entitynum;
	bs->character = character;
	bs->entergame_time = entergame_time;
	//reset several states
	if ( bs->ms ) {
		trap_BotResetMoveState( bs->ms );
	}
	if ( bs->gs ) {
		trap_BotResetGoalState( bs->gs );
	}
	if ( bs->ws ) {
		trap_BotResetWeaponState( bs->ws );
	}
	if ( bs->gs ) {
		trap_BotResetAvoidGoals( bs->gs );
	}
	if ( bs->ms ) {
		trap_BotResetAvoidReach( bs->ms );
	}
}
コード例 #2
0
ファイル: ai_self.c プロジェクト: Garey27/quake3-brainworks
/*
=============
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, chatstate;
	bot_settings_t settings;
	int character;
	float enter_game_time;

	// Only reset valid states
	if (!bs || !bs->inuse)
		return;

	// Save data that should not be reset
	memcpy(&settings, &bs->settings, sizeof(bot_settings_t));
	inuse = bs->inuse;
	client = bs->client;
	entitynum = bs->entitynum;
	character = bs->character;
	movestate = bs->ms;
	chatstate = bs->cs;
	enter_game_time = bs->enter_game_time;

	// Free checkpoints and patrol points
	BotFreeWaypoints(bs->checkpoints);
	BotFreeWaypoints(bs->patrol);

	// Reset the state
	memset(bs, 0, sizeof(bot_state_t));

	// Copy back some state stuff that should not be reset
	bs->ms = movestate;
	bs->cs = chatstate;
	bs->ent = &g_entities[client];
	bs->ps = &bs->ent->client->ps;
	memcpy(&bs->settings, &settings, sizeof(bot_settings_t));
	bs->inuse = inuse;
	bs->client = client;
	bs->entitynum = entitynum;
	bs->character = character;
	bs->enter_game_time = enter_game_time;

	// Reset the move state
	if (bs->ms) {
		trap_BotResetMoveState(bs->ms);
		trap_BotResetAvoidReach(bs->ms);
	}

	// Initialize internal bot data data, such as statistics and awareness
	BotInitialize(bs);
}
コード例 #3
0
ファイル: ai_main.c プロジェクト: zturtleman/recoil
/*
==============
BotAIShutdownClient
==============
*/
int BotAIShutdownClient(int client, qboolean restart)
{
    bot_state_t *bs;

    bs = botstates[client];
    if (!bs || !bs->inuse)
    {
        //BotAI_Print(PRT_ERROR, "BotAIShutdownClient: client %d already shutdown\n", client);
        return qfalse;
    }

    if (restart)
    {
        BotWriteSessionData(bs);
    }

    if (BotChat_ExitGame(bs))
    {
        botlib_export->ai.BotEnterChat(bs->cs, bs->client, CHAT_ALL);
    }

    botlib_export->ai.BotFreeMoveState(bs->ms);
    //free the goal state`
    botlib_export->ai.BotFreeGoalState(bs->gs);
    //free the chat file
    botlib_export->ai.BotFreeChatState(bs->cs);
    //free the weapon weights
    botlib_export->ai.BotFreeWeaponState(bs->ws);
    //free the bot character
    botlib_export->ai.BotFreeCharacter(bs->character);
    //
    BotFreeWaypoints(bs->checkpoints);
    BotFreeWaypoints(bs->patrolpoints);
    //clear activate goal stack
    BotClearActivateGoalStack(bs);
    //clear the bot state
    memset(bs, 0, sizeof(bot_state_t));
    //set the inuse flag to qfalse
    bs->inuse = qfalse;
    //there's one bot less
    numbots--;
    //everything went ok
    return qtrue;
}
コード例 #4
0
ファイル: ai_main.c プロジェクト: SilverlineDev/mint-arena
/*
==============
BotAIShutdownPlayer
==============
*/
int BotAIShutdownPlayer(int playernum, qboolean restart) {
	bot_state_t *bs;

	bs = botstates[playernum];
	if (!bs || !bs->inuse) {
		//BotAI_Print(PRT_ERROR, "BotAIShutdownPlayer: player %d already shutdown\n", playernum);
		return qfalse;
	}

	if (restart) {
		BotWriteSessionData(bs);
	}

	if (BotChat_ExitGame(bs)) {
		BotEnterChat(bs->cs, bs->playernum, CHAT_ALL);
	}

	trap_SetConfigstring(CS_BOTINFO + bs->playernum, "");

	BotFreeMoveState(bs->ms);
	//free the goal state
	BotFreeGoalState(bs->gs);
	//free the chat file
	BotFreeChatState(bs->cs);
	//free the weapon weights
	BotFreeWeaponState(bs->ws);
	//free the bot character
	BotFreeCharacter(bs->character);
	//
	BotFreeWaypoints(bs->checkpoints);
	BotFreeWaypoints(bs->patrolpoints);
	//clear activate goal stack
	BotClearActivateGoalStack(bs);
	//clear the bot state
	memset(bs, 0, sizeof(bot_state_t));
	//set the inuse flag to qfalse
	bs->inuse = qfalse;
	//there's one bot less
	numbots--;
	//everything went ok
	return qtrue;
}
コード例 #5
0
ファイル: ai_main.c プロジェクト: MAN-AT-ARMS/iortcw-archive
/*
==============
BotAIShutdownClient
==============
*/
int BotAIShutdownClient( int client ) {
	bot_state_t *bs;

	// Wolfenstein
	if ( g_entities[client].r.svFlags & SVF_CASTAI ) {
		AICast_ShutdownClient( client );
		return BLERR_NOERROR;
	}
	// done.

	bs = botstates[client];
	if ( !bs || !bs->inuse ) {
		// BotAI_Print(PRT_ERROR, "client %d already shutdown\n", client);
		return BLERR_AICLIENTALREADYSHUTDOWN;
	}

	if ( BotChat_ExitGame( bs ) ) {
		trap_BotEnterChat( bs->cs, bs->client, CHAT_ALL );
	}

	trap_BotFreeMoveState( bs->ms );
	//free the goal state
	trap_BotFreeGoalState( bs->gs );
	//free the chat file
	trap_BotFreeChatState( bs->cs );
	//free the weapon weights
	trap_BotFreeWeaponState( bs->ws );
	//free the bot character
	trap_BotFreeCharacter( bs->character );
	//
	BotFreeWaypoints( bs->checkpoints );
	BotFreeWaypoints( bs->patrolpoints );
	//clear the bot state
	memset( bs, 0, sizeof( bot_state_t ) );
	//set the inuse flag to qfalse
	bs->inuse = qfalse;
	//there's one bot less
	numbots--;
	//everything went ok
	return BLERR_NOERROR;
}
コード例 #6
0
ファイル: main.c プロジェクト: icanhas/yantar
/*
 * BotAIShutdownClient
 */
int
BotAIShutdownClient(int client, qbool restart)
{
	bot_state_t *bs;

	bs = botstates[client];
	if(!bs || !bs->inuse)
		/* BotAI_Print(PRT_ERROR, "BotAIShutdownClient: client %d already shutdown\n", client); */
		return qfalse;

	if(restart)
		BotWriteSessionData(bs);

	if(BotChat_ExitGame(bs))
		trap_BotEnterChat(bs->cs, bs->client, CHAT_ALL);

	trap_BotFreeMoveState(bs->ms);
	/* free the goal state` */
	trap_BotFreeGoalState(bs->gs);
	/* free the chat file */
	trap_BotFreeChatState(bs->cs);
	/* free the weapon weights */
	trap_BotFreeWeaponState(bs->ws);
	/* free the bot character */
	trap_BotFreeCharacter(bs->character);
	BotFreeWaypoints(bs->checkpoints);
	BotFreeWaypoints(bs->patrolpoints);
	/* clear activate goal stack */
	BotClearActivateGoalStack(bs);
	/* clear the bot state */
	memset(bs, 0, sizeof(bot_state_t));
	/* set the inuse flag to qfalse */
	bs->inuse = qfalse;
	/* there's one bot less */
	numbots--;
	/* everything went ok */
	return qtrue;
}
コード例 #7
0
ファイル: ai_cmd.c プロジェクト: ioid3-games/ioid3-rtcw
/*
=======================================================================================================================================
BotGetPatrolWaypoints
=======================================================================================================================================
*/
int BotGetPatrolWaypoints(bot_state_t *bs, bot_match_t *match) {
	char keyarea[MAX_MESSAGE_SIZE];
	int patrolflags;
	bot_waypoint_t *wp, *newwp, *newpatrolpoints;
	bot_match_t keyareamatch;
	bot_goal_t goal;

	newpatrolpoints = NULL;
	patrolflags = 0;
	trap_BotMatchVariable(match, KEYAREA, keyarea, MAX_MESSAGE_SIZE);

	while (1) {
		if (!trap_BotFindMatch(keyarea, &keyareamatch, MTCONTEXT_PATROLKEYAREA)) {
			trap_EA_SayTeam(bs->client, "what do you say?");
			BotFreeWaypoints(newpatrolpoints);
			bs->patrolpoints = NULL;
			return qfalse;
		}

		trap_BotMatchVariable(&keyareamatch, KEYAREA, keyarea, MAX_MESSAGE_SIZE);

		if (!BotGetMessageTeamGoal(bs, keyarea, &goal)) {
			// BotAI_BotInitialChat(bs, "cannotfind", keyarea, NULL);
			// trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
			BotFreeWaypoints(newpatrolpoints);
			bs->patrolpoints = NULL;
			return qfalse;
		}
		// create a new waypoint
		newwp = BotCreateWayPoint(keyarea, goal.origin, goal.areanum);
		// add the waypoint to the patrol points
		newwp->next = NULL;

		for (wp = newpatrolpoints; wp && wp->next; wp = wp->next);

		if (!wp) {
			newpatrolpoints = newwp;
			newwp->prev = NULL;
		} else {
			wp->next = newwp;
			newwp->prev = wp;
		}

		if (keyareamatch.subtype & ST_BACK) {
			patrolflags = PATROL_LOOP;
			break;
		} else if (keyareamatch.subtype & ST_REVERSE) {
			patrolflags = PATROL_REVERSE;
			break;
		} else if (keyareamatch.subtype & ST_MORE) {
			trap_BotMatchVariable(&keyareamatch, MORE, keyarea, MAX_MESSAGE_SIZE);
		} else {
			break;
		}
	}

	if (!newpatrolpoints || !newpatrolpoints->next) {
		trap_EA_SayTeam(bs->client, "I need more key points to patrol\n");
		BotFreeWaypoints(newpatrolpoints);
		newpatrolpoints = NULL;
		return qfalse;
	}

	BotFreeWaypoints(bs->patrolpoints);
	bs->patrolpoints = newpatrolpoints;
	bs->curpatrolpoint = bs->patrolpoints;
	bs->patrolflags = patrolflags;
	return qtrue;
}
コード例 #8
0
/*
========================
BotMatch_PatrolWaypoints
========================
*/
qboolean BotMatch_PatrolWaypoints(bot_state_t *bs, bot_match_t *match, gentity_t *sender)
{
	char keyarea[MAX_MESSAGE_SIZE];
	int flags;
	bot_waypoint_t *new_wp, *last_wp, *new_patrol;
	bot_match_t keyareamatch;
	bot_goal_t goal;
	qboolean success;

	// Initialize new patrol to a zero length path
	last_wp = new_patrol = NULL;
	flags = 0;
	success = qfalse;

	// Match successive waypoints in the patrol path
	trap_BotMatchVariable(match, KEYAREA, keyarea, MAX_MESSAGE_SIZE);
	while (1)
	{
		// Fail if the bot can't match the area name
		if (!trap_BotFindMatch(keyarea, &keyareamatch, MTCONTEXT_PATROLKEYAREA)) {
			trap_EA_SayTeam(bs->client, "What did you say?");
			break;
		}

		// Fail if the bot can't find the requested area
		trap_BotMatchVariable(&keyareamatch, KEYAREA, keyarea, MAX_MESSAGE_SIZE);
		if (!GoalFromName(&goal, keyarea, bs))
			break;

		// Try to create a new waypoint
		new_wp = BotCreateWaypoint(keyarea);
		if (new_wp == NULL)
			break;

		// Copy the matched goal to the waypoint
		memcpy(&new_wp->goal, &goal, sizeof(bot_goal_t));

		// Insert waypoint into patrol point list
		new_wp->next = NULL;
		if (last_wp) {
			last_wp->next = new_wp;
			new_wp->prev = last_wp;
		} else {
			// First waypoint in list
			new_patrol = new_wp;
			new_wp->prev = NULL;
		}
		last_wp = new_wp;

		// Check for waypoint message completion
		if (keyareamatch.subtype & ST_REVERSE) {
			success = qtrue;
			flags = PATROL_REVERSE;
			break;
		}

		if (keyareamatch.subtype & ST_BACK) {
			success = qtrue;
			flags = PATROL_LOOP;
			break;
		}

		if ( !(keyareamatch.subtype & ST_MORE) ) {
			success = qtrue;
			flags = PATROL_LOOP;
			break;
		}

		trap_BotMatchVariable(&keyareamatch, MORE, keyarea, MAX_MESSAGE_SIZE);
	}

	// Make sure the bot has at least two patrol points
	if (success && (!new_patrol || !new_patrol->next) ) {
		trap_EA_SayTeam(bs->client, "I need more key points to patrol\n");
		success = qfalse;
	}

	// Check for message match failure
	if (!success) {
		BotFreeWaypoints(new_patrol);
		return qfalse;
	}

	// Free old waypoints and use new waypoints
	BotFreeWaypoints(bs->patrol);
	bs->patrol = new_patrol;
	bs->next_patrol = bs->patrol;
	bs->patrol_flags = flags;

	return qtrue;
}