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/*
===========================================================================

Return to Castle Wolfenstein single player GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.

This file is part of the Return to Castle Wolfenstein single player GPL Source Code (“RTCW SP Source Code”).

RTCW SP Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

RTCW SP Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with RTCW SP Source Code. If not, see <http://www.gnu.org/licenses/>.

In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP 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_team.c
*
* desc: Quake3 bot AI
*
*
*****************************************************************************/

#include "../game/g_local.h"
#include "../game/botlib.h"
#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"
//
#include "ai_main.h"
#include "ai_dmq3.h"
#include "ai_chat.h"
#include "ai_cmd.h"
#include "ai_dmnet.h"


/*
==================
BotValidTeamLeader
==================
*/
int BotValidTeamLeader( bot_state_t *bs ) {
if ( !strlen( bs->teamleader ) ) {
return qfalse;
}
if ( ClientFromName( bs->teamleader ) == -1 ) {
return qfalse;
}
return qtrue;
}

/*
==================
BotNumTeamMates
==================
*/
int BotNumTeamMates( bot_state_t *bs ) {
int i, numplayers;
char buf[MAX_INFO_STRING];
static int maxclients;

if ( !maxclients ) {
maxclients = trap_Cvar_VariableIntegerValue( "sv_maxclients" );
}

numplayers = 0;
for ( i = 0; i < maxclients && i < MAX_CLIENTS; i++ ) {
trap_GetConfigstring( CS_PLAYERS + i, buf, sizeof( buf ) );
//if no config string or no name
if ( !strlen( buf ) || !strlen( Info_ValueForKey( buf, "n" ) ) ) {
continue;
}
//skip spectators
if ( atoi( Info_ValueForKey( buf, "t" ) ) == TEAM_SPECTATOR ) {
continue;
}
//
if ( BotSameTeam( bs, i ) ) {
numplayers++;
}
}
return numplayers;
}

/*
==================
BotClientTravelTimeToGoal
==================
*/
int BotClientTravelTimeToGoal( int client, bot_goal_t *goal ) {
playerState_t ps;
int areanum;

BotAI_GetClientState( client, &ps );
areanum = BotPointAreaNum( ps.origin );
if ( !areanum ) {
return 1;
}
return trap_AAS_AreaTravelTimeToGoalArea( areanum, ps.origin, goal->areanum, TFL_DEFAULT );
}

/*
==================
BotSortTeamMatesByBaseTravelTime
==================
*/
int BotSortTeamMatesByBaseTravelTime( bot_state_t *bs, int *teammates, int maxteammates ) {

int i, j, k, numteammates, traveltime;
char buf[MAX_INFO_STRING];
static int maxclients;
int traveltimes[MAX_CLIENTS];
bot_goal_t *goal;

if ( BotCTFTeam( bs ) == CTF_TEAM_RED ) {
goal = &ctf_redflag;
} else { goal = &ctf_blueflag;}

if ( !maxclients ) {
maxclients = trap_Cvar_VariableIntegerValue( "sv_maxclients" );
}

numteammates = 0;
for ( i = 0; i < maxclients && i < MAX_CLIENTS; i++ ) {
trap_GetConfigstring( CS_PLAYERS + i, buf, sizeof( buf ) );
//if no config string or no name
if ( !strlen( buf ) || !strlen( Info_ValueForKey( buf, "n" ) ) ) {
continue;
}
//skip spectators
if ( atoi( Info_ValueForKey( buf, "t" ) ) == TEAM_SPECTATOR ) {
continue;
}
//
if ( BotSameTeam( bs, i ) ) {
//
traveltime = BotClientTravelTimeToGoal( i, goal );
//
for ( j = 0; j < numteammates; j++ ) {
if ( traveltime < traveltimes[j] ) {
for ( k = numteammates; k > j; k-- ) {
traveltimes[k] = traveltimes[k - 1];
teammates[k] = teammates[k - 1];
}
traveltimes[j] = traveltime;
teammates[j] = i;
break;
}
}
if ( j >= numteammates ) {
traveltimes[j] = traveltime;
teammates[j] = i;
}
numteammates++;
if ( numteammates >= maxteammates ) {
break;
}
}
}
return numteammates;
}

/*
==================
BotSayTeamOrders
==================
*/
void BotSayTeamOrder( bot_state_t *bs, int toclient ) {
char teamchat[MAX_MESSAGE_SIZE];
char buf[MAX_MESSAGE_SIZE];
char name[MAX_NETNAME];

//if the bot is talking to itself
if ( bs->client == toclient ) {
//don't show the message just put it in the console message queue
trap_BotGetChatMessage( bs->cs, buf, sizeof( buf ) );
ClientName( bs->client, name, sizeof( name ) );
Com_sprintf( teamchat, sizeof( teamchat ), "(%s): %s", name, buf );
trap_BotQueueConsoleMessage( bs->cs, CMS_CHAT, teamchat );
} else {
trap_BotEnterChat( bs->cs, bs->client, CHAT_TEAM );
}
}

/*
==================
BotCTFOrders
==================
*/
void BotCTFOrders_BothFlagsNotAtBase( bot_state_t *bs ) {
int numteammates, defenders, attackers, i, other;
int teammates[MAX_CLIENTS];
char name[MAX_NETNAME], carriername[MAX_NETNAME];

numteammates = BotSortTeamMatesByBaseTravelTime( bs, teammates, sizeof( teammates ) );
//different orders based on the number of team mates
switch ( bs->numteammates ) {
case 1: break;
case 2:
{
//tell the one not carrying the flag to attack the enemy base
if ( teammates[0] != bs->flagcarrier ) {
other = teammates[0];
} else { other = teammates[1];}
ClientName( other, name, sizeof( name ) );
BotAI_BotInitialChat( bs, "cmd_getflag", name, NULL );
BotSayTeamOrder( bs, other );
break;
}
case 3:
{
//tell the one closest to the base not carrying the flag to accompany the flag carrier
if ( teammates[0] != bs->flagcarrier ) {
other = teammates[0];
} else { other = teammates[1];}
ClientName( other, name, sizeof( name ) );
ClientName( bs->flagcarrier, carriername, sizeof( carriername ) );
if ( bs->flagcarrier == bs->client ) {
BotAI_BotInitialChat( bs, "cmd_accompanyme", name, NULL );
} else {
BotAI_BotInitialChat( bs, "cmd_accompany", name, carriername, NULL );
}
BotSayTeamOrder( bs, other );
//tell the one furthest from the the base not carrying the flag to get the enemy flag
if ( teammates[2] != bs->flagcarrier ) {
other = teammates[2];
} else { other = teammates[1];}
ClientName( other, name, sizeof( name ) );
BotAI_BotInitialChat( bs, "cmd_getflag", name, NULL );
BotSayTeamOrder( bs, other );
break;
}
default:
{
defenders = (int) ( float ) numteammates * 0.4 + 0.5;
attackers = (int) ( float ) numteammates * 0.5 + 0.5;
ClientName( bs->flagcarrier, carriername, sizeof( carriername ) );
for ( i = 0; i < defenders; i++ ) {
//
if ( teammates[i] == bs->flagcarrier ) {
continue;
}
//
ClientName( teammates[i], name, sizeof( name ) );
if ( bs->flagcarrier == bs->client ) {
BotAI_BotInitialChat( bs, "cmd_accompanyme", name, NULL );
} else {
BotAI_BotInitialChat( bs, "cmd_accompany", name, carriername, NULL );
}
BotSayTeamOrder( bs, teammates[i] );
}
for ( i = 0; i < attackers; i++ ) {
//
if ( teammates[numteammates - i - 1] == bs->flagcarrier ) {
continue;
}
//
ClientName( teammates[numteammates - i - 1], name, sizeof( name ) );
BotAI_BotInitialChat( bs, "cmd_getflag", name, NULL );
BotSayTeamOrder( bs, teammates[numteammates - i - 1] );
}
//
break;
}
}
}

/*
==================
BotCTFOrders
==================
*/
void BotCTFOrders_FlagNotAtBase( bot_state_t *bs ) {
int numteammates, defenders, attackers, i;
int teammates[MAX_CLIENTS];
char name[MAX_NETNAME];

numteammates = BotSortTeamMatesByBaseTravelTime( bs, teammates, sizeof( teammates ) );
//different orders based on the number of team mates
switch ( bs->numteammates ) {
case 1: break;
case 2:
{
//the one closest to the base will defend the base
ClientName( teammates[0], name, sizeof( name ) );
BotAI_BotInitialChat( bs, "cmd_defendbase", name, NULL );
BotSayTeamOrder( bs, teammates[0] );
//the other will get the flag
ClientName( teammates[1], name, sizeof( name ) );
BotAI_BotInitialChat( bs, "cmd_getflag", name, NULL );
BotSayTeamOrder( bs, teammates[1] );
break;
}
case 3:
{
//the one closest to the base will defend the base
ClientName( teammates[0], name, sizeof( name ) );
BotAI_BotInitialChat( bs, "cmd_defendbase", name, NULL );
BotSayTeamOrder( bs, teammates[0] );
//the other two get the flag
ClientName( teammates[1], name, sizeof( name ) );
BotAI_BotInitialChat( bs, "cmd_getflag", name, NULL );
BotSayTeamOrder( bs, teammates[1] );
//
ClientName( teammates[2], name, sizeof( name ) );
BotAI_BotInitialChat( bs, "cmd_getflag", name, NULL );
BotSayTeamOrder( bs, teammates[2] );
break;
}
default:
{
defenders = (int) ( float ) numteammates * 0.3 + 0.5;
attackers = (int) ( float ) numteammates * 0.5 + 0.5;
for ( i = 0; i < defenders; i++ ) {
//
ClientName( teammates[i], name, sizeof( name ) );
BotAI_BotInitialChat( bs, "cmd_defendbase", name, NULL );
BotSayTeamOrder( bs, teammates[i] );
}
for ( i = 0; i < attackers; i++ ) {
//
ClientName( teammates[numteammates - i - 1], name, sizeof( name ) );
BotAI_BotInitialChat( bs, "cmd_getflag", name, NULL );
BotSayTeamOrder( bs, teammates[numteammates - i - 1] );
}
//
break;
}
}
}

/*
==================
BotCTFOrders
==================
*/
void BotCTFOrders_EnemyFlagNotAtBase( bot_state_t *bs ) {
int numteammates, defenders, attackers, i, other;
int teammates[MAX_CLIENTS];
char name[MAX_NETNAME], carriername[MAX_NETNAME];

numteammates = BotSortTeamMatesByBaseTravelTime( bs, teammates, sizeof( teammates ) );
//different orders based on the number of team mates
switch ( numteammates ) {
case 1: break;
case 2:
{
//tell the one not carrying the flag to defend the base
if ( teammates[0] == bs->flagcarrier ) {
other = teammates[1];
} else { other = teammates[0];}
ClientName( other, name, sizeof( name ) );
BotAI_BotInitialChat( bs, "cmd_defendbase", name, NULL );
BotSayTeamOrder( bs, other );
break;
}
case 3:
{
//tell the one closest to the base not carrying the flag to defend the base
if ( teammates[0] != bs->flagcarrier ) {
other = teammates[0];
} else { other = teammates[1];}
ClientName( other, name, sizeof( name ) );
BotAI_BotInitialChat( bs, "cmd_defendbase", name, NULL );
BotSayTeamOrder( bs, other );
//tell the one furthest from the base not carrying the flag to accompany the flag carrier
if ( teammates[2] != bs->flagcarrier ) {
other = teammates[2];
} else { other = teammates[1];}
ClientName( other, name, sizeof( name ) );
ClientName( bs->flagcarrier, carriername, sizeof( carriername ) );
if ( bs->flagcarrier == bs->client ) {
BotAI_BotInitialChat( bs, "cmd_accompanyme", name, NULL );
} else {
BotAI_BotInitialChat( bs, "cmd_accompany", name, carriername, NULL );
}
BotSayTeamOrder( bs, other );
break;
}
default:
{
//40% will defend the base
defenders = (int) ( float ) numteammates * 0.4 + 0.5;
//50% accompanies the flag carrier
attackers = (int) ( float ) numteammates * 0.5 + 0.5;
for ( i = 0; i < defenders; i++ ) {
//
if ( teammates[i] == bs->flagcarrier ) {
continue;
}
ClientName( teammates[i], name, sizeof( name ) );
BotAI_BotInitialChat( bs, "cmd_defendbase", name, NULL );
BotSayTeamOrder( bs, teammates[i] );
}
ClientName( bs->flagcarrier, carriername, sizeof( carriername ) );
for ( i = 0; i < attackers; i++ ) {
//
if ( teammates[numteammates - i - 1] == bs->flagcarrier ) {
continue;
}
//
ClientName( teammates[numteammates - i - 1], name, sizeof( name ) );
if ( bs->flagcarrier == bs->client ) {
BotAI_BotInitialChat( bs, "cmd_accompanyme", name, NULL );
} else {
BotAI_BotInitialChat( bs, "cmd_accompany", name, carriername, NULL );
}
BotSayTeamOrder( bs, teammates[numteammates - i - 1] );
}
//
break;
}
}
}


/*
==================
BotCTFOrders
==================
*/
void BotCTFOrders_BothFlagsAtBase( bot_state_t *bs ) {
int numteammates, defenders, attackers, i;
int teammates[MAX_CLIENTS];
char name[MAX_NETNAME];
// char buf[MAX_MESSAGE_SIZE];

numteammates = BotSortTeamMatesByBaseTravelTime( bs, teammates, sizeof( teammates ) );
//different orders based on the number of team mates
switch ( numteammates ) {
case 1: break;
case 2:
{
//the one closest to the base will defend the base
ClientName( teammates[0], name, sizeof( name ) );
BotAI_BotInitialChat( bs, "cmd_defendbase", name, NULL );
BotSayTeamOrder( bs, teammates[0] );
//the other will get the flag
ClientName( teammates[1], name, sizeof( name ) );
BotAI_BotInitialChat( bs, "cmd_getflag", name, NULL );
BotSayTeamOrder( bs, teammates[1] );
break;
}
case 3:
{
//the one closest to the base will defend the base
ClientName( teammates[0], name, sizeof( name ) );
BotAI_BotInitialChat( bs, "cmd_defendbase", name, NULL );
BotSayTeamOrder( bs, teammates[0] );
//the second one closest to the base will defend the base
ClientName( teammates[1], name, sizeof( name ) );
BotAI_BotInitialChat( bs, "cmd_defendbase", name, NULL );
BotSayTeamOrder( bs, teammates[1] );
//the other will get the flag
ClientName( teammates[2], name, sizeof( name ) );
BotAI_BotInitialChat( bs, "cmd_getflag", name, NULL );
BotSayTeamOrder( bs, teammates[2] );
break;
}
default:
{
defenders = (int) ( float ) numteammates * 0.5 + 0.5;
attackers = (int) ( float ) numteammates * 0.3 + 0.5;
for ( i = 0; i < defenders; i++ ) {
//
ClientName( teammates[i], name, sizeof( name ) );
BotAI_BotInitialChat( bs, "cmd_defendbase", name, NULL );
BotSayTeamOrder( bs, teammates[i] );
}
for ( i = 0; i < attackers; i++ ) {
//
ClientName( teammates[numteammates - i - 1], name, sizeof( name ) );
BotAI_BotInitialChat( bs, "cmd_getflag", name, NULL );
BotSayTeamOrder( bs, teammates[numteammates - i - 1] );
}
//
break;
}
}
}


/*
==================
BotTeamOrders
==================
*/
void BotTeamOrders( bot_state_t *bs ) {
//no teamplay orders at this time
}


/*
==================
BotTeamAI
==================
*/
void BotTeamAI( bot_state_t *bs ) {
int numteammates, flagstatus;
char netname[MAX_NETNAME];

//
if ( gametype != GT_TEAM && gametype != GT_CTF ) {
return;
}
//make sure we've got a valid team leader
if ( !BotValidTeamLeader( bs ) ) {
//
if ( !bs->askteamleader_time && !bs->becometeamleader_time ) {
if ( bs->entergame_time + 10 > trap_AAS_Time() ) {
bs->askteamleader_time = trap_AAS_Time() + 5 + random() * 10;
} else {
bs->becometeamleader_time = trap_AAS_Time() + 5 + random() * 10;
}
}
if ( bs->askteamleader_time && bs->askteamleader_time < trap_AAS_Time() ) {
//if asked for a team leader and no repsonse
BotAI_BotInitialChat( bs, "whoisteamleader", NULL );
trap_BotEnterChat( bs->cs, bs->client, CHAT_TEAM );
bs->askteamleader_time = 0;
bs->becometeamleader_time = trap_AAS_Time() + 15 + random() * 10;
}
if ( bs->becometeamleader_time && bs->becometeamleader_time < trap_AAS_Time() ) {
BotAI_BotInitialChat( bs, "iamteamleader", NULL );
trap_BotEnterChat( bs->cs, bs->client, CHAT_TEAM );
ClientName( bs->client, netname, sizeof( netname ) );
strncpy( bs->teamleader, netname, sizeof( bs->teamleader ) );
bs->teamleader[sizeof( bs->teamleader )] = '\0';
bs->becometeamleader_time = 0;
}
return;
}
bs->askteamleader_time = 0;
bs->becometeamleader_time = 0;

//return if this bot is NOT the team leader
ClientName( bs->client, netname, sizeof( netname ) );
if ( Q_stricmp( netname, bs->teamleader ) != 0 ) {
return;
}
//
//if the game starts OR a new player comes onto the team OR a player leaves the team
//
numteammates = BotNumTeamMates( bs );
//give orders
switch ( gametype ) {
case GT_TEAM:
{
if ( bs->numteammates != numteammates || bs->forceorders ) {
bs->teamgiveorders_time = trap_AAS_Time();
bs->numteammates = numteammates;
bs->forceorders = qfalse;
}
//if it's time to give orders
if ( bs->teamgiveorders_time < trap_AAS_Time() - 5 ) {
BotTeamOrders( bs );
//
bs->teamgiveorders_time = 0;
}
break;
}
case GT_CTF:
{
//
if ( bs->numteammates != numteammates || bs->flagstatuschanged || bs->forceorders ) {
bs->teamgiveorders_time = trap_AAS_Time();
bs->numteammates = numteammates;
bs->flagstatuschanged = qfalse;
bs->forceorders = qfalse;
}
//if it's time to give orders
if ( bs->teamgiveorders_time && bs->teamgiveorders_time < trap_AAS_Time() - 3 ) {
//
if ( BotCTFTeam( bs ) == CTF_TEAM_RED ) {
flagstatus = bs->redflagstatus * 2 + bs->blueflagstatus;
} else { flagstatus = bs->blueflagstatus * 2 + bs->redflagstatus;}
//
switch ( flagstatus ) {
case 0: BotCTFOrders_BothFlagsAtBase( bs ); break;
case 1: BotCTFOrders_EnemyFlagNotAtBase( bs ); break;
case 2: BotCTFOrders_FlagNotAtBase( bs ); break;
case 3: BotCTFOrders_BothFlagsNotAtBase( bs ); break;
}
//
bs->teamgiveorders_time = 0;
}
break;
}
}
}


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