openmohaa/code/fgame/g_bot.cpp
smallmodel 840002b63a
Save and restore bots when needed
When the map was changing, it allocated an array of saved bots which would never be used due to the game module being freed, it caused a memory leaka
2025-02-18 21:35:23 +01:00

797 lines
16 KiB
C++

/*
===========================================================================
Copyright (C) 2025 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA 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.
OpenMoHAA 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 OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// g_bot.cpp
#include "g_local.h"
#include "entity.h"
#include "playerbot.h"
#include "g_bot.h"
static saved_bot_t *saved_bots = NULL;
static unsigned int num_saved_bots = 0;
static unsigned int botId = 0;
Container<str> alliedModelList;
Container<str> germanModelList;
/*
===========
IsAlliedPlayerModel
Return whether or not the specified filename is for allies
============
*/
bool IsAlliedPlayerModel(const char *filename)
{
return !Q_stricmpn(filename, "allied_", 7) || !Q_stricmpn(filename, "american_", 9);
}
/*
===========
IsGermanPlayerModel
Return whether or not the specified filename is for axis
============
*/
bool IsGermanPlayerModel(const char *filename)
{
return !Q_stricmpn(filename, "german_", 7) || !Q_stricmpn(filename, "IT_", 3) || !Q_stricmpn(filename, "SC_", 3);
}
/*
===========
IsPlayerModel
Return whether or not the specified filename
is a player model that can be chosen
============
*/
bool IsPlayerModel(const char *filename)
{
size_t len = strlen(filename);
if (len >= 8 && !Q_stricmp(&filename[len - 8], "_fps.tik")) {
return false;
}
if (!IsAlliedPlayerModel(filename) && !IsGermanPlayerModel(filename)) {
return false;
}
return true;
}
/*
===========
ClearModelList
Clear the allied and axis model list
============
*/
void ClearModelList()
{
alliedModelList.FreeObjectList();
germanModelList.FreeObjectList();
}
/*
===========
InitModelList
Initialize the list of allied and axis player models
that bots can use
============
*/
void InitModelList()
{
char **fileList;
int numFiles;
int i;
size_t numAlliedModels = 0, numGermanModels = 0;
byte *p;
ClearModelList();
fileList = gi.FS_ListFiles("models/player", ".tik", qfalse, &numFiles);
for (i = 0; i < numFiles; i++) {
const char *filename = fileList[i];
if (!IsPlayerModel(filename)) {
continue;
}
if (IsAlliedPlayerModel(filename)) {
numAlliedModels++;
} else {
numGermanModels++;
}
}
alliedModelList.Resize(numAlliedModels);
germanModelList.Resize(numGermanModels);
for (i = 0; i < numFiles; i++) {
const char *filename = fileList[i];
size_t len = strlen(filename);
if (!IsPlayerModel(filename)) {
continue;
}
if (IsAlliedPlayerModel(filename)) {
alliedModelList.AddObject(str(filename, 0, len - 4));
} else {
germanModelList.AddObject(str(filename, 0, len - 4));
}
}
gi.FS_FreeFileList(fileList);
}
/*
===========
G_BotBegin
Begin spawning a new bot entity
============
*/
void G_BotBegin(gentity_t *ent)
{
Player *player;
BotController *controller;
level.spawn_entnum = ent->s.number;
player = new Player;
G_ClientBegin(ent, NULL);
controller = botManager.getControllerManager().createController(player);
//player->setController(controller);
}
/*
===========
G_BotThink
Called each server frame to make bots think
============
*/
void G_BotThink(gentity_t *ent, int msec)
{
/*
usercmd_t ucmd;
usereyes_t eyeinfo;
PlayerBot *bot;
assert(ent);
assert(ent->entity);
assert(ent->entity->IsSubclassOfBot());
bot = (PlayerBot *)ent->entity;
bot->UpdateBotStates();
bot->GetUsercmd(&ucmd);
bot->GetEyeInfo(&eyeinfo);
G_ClientThink(ent, &ucmd, &eyeinfo);
*/
}
/*
===========
G_FindFreeEntityForBot
Find a free client slot
============
*/
gentity_t *G_FindFreeEntityForBot()
{
gentity_t *ent;
int minNum = 0;
int i;
if (sv_sharedbots->integer) {
minNum = 0;
} else {
minNum = maxclients->integer;
}
for (i = minNum; i < game.maxclients; i++) {
ent = &g_entities[i];
if (!ent->inuse && ent->client && !ent->client->pers.userinfo[0]) {
return ent;
}
}
return NULL;
}
/*
===========
G_ChangeParent
Fix parenting for entities that use the old number
============
*/
void G_ChangeParent(int oldNum, int newNum)
{
gentity_t *ent;
int i;
for (i = 0; i < game.maxentities; i++) {
ent = &g_entities[i];
if (!ent->inuse || !ent->entity) {
continue;
}
if (ent->s.parent == oldNum) {
ent->s.parent = newNum;
}
if (ent->r.ownerNum == oldNum) {
ent->r.ownerNum = newNum;
}
}
}
/*
===========
G_BotShift
If the specified slot is used, the bot will be relocated
to the next free entity slot
============
*/
void G_BotShift(int clientNum)
{
gentity_t *ent;
gentity_t *newEnt;
ent = &g_entities[clientNum];
if (!ent->inuse || !ent->client || !ent->entity) {
return;
}
if (!botManager.getControllerManager().findController(ent->entity)) {
return;
}
newEnt = G_FindFreeEntityForBot();
if (!newEnt) {
G_RemoveBot(ent);
return;
}
//
// Allocate the new entity
//
level.spawn_entnum = newEnt - g_entities;
level.AllocEdict(ent->entity);
//
// Copy all fields
//
newEnt->s = ent->s;
newEnt->s.number = newEnt - g_entities;
memcpy(newEnt->client, ent->client, sizeof(*newEnt->client));
newEnt->r = ent->r;
newEnt->solid = ent->solid;
newEnt->tiki = ent->tiki;
AxisCopy(ent->mat, newEnt->mat);
newEnt->freetime = ent->freetime;
newEnt->spawntime = ent->spawntime;
newEnt->radius2 = ent->radius2;
memcpy(newEnt->entname, ent->entname, sizeof(newEnt->entname));
newEnt->clipmask = ent->clipmask;
newEnt->entity = ent->entity;
newEnt->entity->edict = newEnt;
newEnt->entity->client = newEnt->client;
newEnt->entity->entnum = newEnt->s.number;
newEnt->client->ps.clientNum = newEnt->s.number;
G_ChangeParent(ent->s.number, newEnt->s.number);
//
// Free the old entity so the real client will use it
//
level.FreeEdict(ent);
memset(ent->client, 0, sizeof(*ent->client));
G_SetClientConfigString(newEnt);
}
/*
===========
G_GetFirstBot
Return the first bot
============
*/
gentity_t *G_GetFirstBot()
{
gentity_t *ent;
unsigned int n;
for (n = 0; n < game.maxclients; n++) {
ent = &g_entities[n];
if (G_IsBot(ent)) {
return ent;
}
}
return NULL;
}
/*
===========
G_IsBot
Return whether or not the gentity is a bot
============
*/
bool G_IsBot(gentity_t *ent)
{
if (!ent->inuse || !ent->client) {
return false;
}
if (!ent->entity || !botManager.getControllerManager().findController(ent->entity)) {
return false;
}
return true;
}
/*
===========
G_IsPlayer
Return whether or not the gentity is a player
============
*/
bool G_IsPlayer(gentity_t *ent)
{
if (!ent->inuse || !ent->client) {
return false;
}
if (!ent->entity || botManager.getControllerManager().findController(ent->entity)) {
return false;
}
return true;
}
/*
===========
G_GetRandomAlliedPlayerModel
============
*/
const char *G_GetRandomAlliedPlayerModel()
{
if (!alliedModelList.NumObjects()) {
return "";
}
const unsigned int index = rand() % alliedModelList.NumObjects();
return alliedModelList[index];
}
/*
===========
G_GetRandomGermanPlayerModel
============
*/
const char *G_GetRandomGermanPlayerModel()
{
if (!germanModelList.NumObjects()) {
return "";
}
const unsigned int index = rand() % germanModelList.NumObjects();
return germanModelList[index];
}
/*
===========
G_AddBot
Add the specified bot, optionally its saved state
============
*/
void G_AddBot(const saved_bot_t *saved)
{
int i;
int clientNum;
gentity_t *e;
char botName[MAX_NETNAME];
char challenge[MAX_STRING_TOKENS];
Event *teamEv;
char userinfo[MAX_INFO_STRING] {0};
e = G_FindFreeEntityForBot();
if (!e) {
gi.Printf("No free slot for a bot\n");
return;
}
clientNum = e - g_entities;
// increase the unique ID
botId++;
if (saved) {
G_BotConnect(clientNum, qfalse, saved->userinfo);
G_BotBegin(e);
return;
}
if (gi.Argc() > 2) {
Q_strncpyz(botName, gi.Argv(2), sizeof(botName));
} else {
Com_sprintf(botName, sizeof(botName), "bot%d", botId);
}
Info_SetValueForKey(userinfo, "name", botName);
//
// Choose a random model
//
Info_SetValueForKey(userinfo, "dm_playermodel", G_GetRandomAlliedPlayerModel());
Info_SetValueForKey(userinfo, "dm_playergermanmodel", G_GetRandomGermanPlayerModel());
Info_SetValueForKey(userinfo, "fov", "80");
Info_SetValueForKey(userinfo, "ip", "localhost");
// Connect the bot for the first time
// setup user info and stuff
G_BotConnect(clientNum, qtrue, userinfo);
G_BotBegin(e);
}
/*
===========
G_AddBots
Add the specified number of bots
============
*/
void G_AddBots(unsigned int num)
{
int n;
for (n = 0; n < num; n++) {
G_AddBot(NULL);
}
}
/*
===========
G_RemoveBot
Remove the specified bot
============
*/
void G_RemoveBot(gentity_t *ent)
{
if (ent->entity) {
BotController *controller = botManager.getControllerManager().findController(ent->entity);
botManager.getControllerManager().removeController(controller);
}
G_ClientDisconnect(ent);
}
/*
===========
G_RemoveBots
Remove the specified number of bots
============
*/
void G_RemoveBots(unsigned int num)
{
unsigned int removed = 0;
unsigned int n;
unsigned int teamCount[2] {0};
bool bNoMoreToRemove = false;
teamCount[0] = dmManager.GetTeamAllies()->m_players.NumObjects();
teamCount[1] = dmManager.GetTeamAxis()->m_players.NumObjects();
while (!bNoMoreToRemove) {
bNoMoreToRemove = true;
// First remove bots that are in the team
// with the higest player count
for (n = 0; n < game.maxclients && removed < num; n++) {
gentity_t *e = &g_entities[n];
if (!G_IsBot(e)) {
continue;
}
Player *player = static_cast<Player *>(e->entity);
if (player->GetTeam() == TEAM_ALLIES || player->GetTeam() == TEAM_AXIS) {
unsigned int teamIndex = (player->GetTeam() - TEAM_ALLIES);
if (teamCount[teamIndex] < teamCount[1 - teamIndex]) {
// Not enough players in that team, don't remove the bot
continue;
}
teamCount[teamIndex]--;
bNoMoreToRemove = false;
}
G_RemoveBot(e);
removed++;
}
}
//
// Remove all bots that haven't been removed earlier
//
for (n = 0; n < game.maxclients && removed < num; n++) {
gentity_t *e = &g_entities[n];
if (!G_IsBot(e)) {
continue;
}
G_RemoveBot(e);
removed++;
}
}
/*
===========
G_SaveBots
Save bot persistent data
============
*/
void G_SaveBots()
{
unsigned int count;
unsigned int n;
if (saved_bots) {
delete[] saved_bots;
saved_bots = NULL;
}
const BotControllerManager& manager = botManager.getControllerManager();
unsigned int numSpawnedBots = manager.getControllers().NumObjects();
if (!numSpawnedBots) {
return;
}
saved_bots = new saved_bot_t[numSpawnedBots];
num_saved_bots = 0;
count = manager.getControllers().NumObjects();
assert(count <= numSpawnedBots);
for (n = 1; n <= count; n++) {
const BotController *controller = manager.getControllers().ObjectAt(n);
Player *player = controller->getControlledEntity();
if (!player) {
// this shouldn't happen
continue;
}
saved_bot_t& saved = saved_bots[num_saved_bots++];
memcpy(saved.userinfo, player->client->pers.userinfo, sizeof(saved.userinfo));
}
}
/*
===========
G_RestoreBots
Restore bot persistent data, such as their team
============
*/
void G_RestoreBots()
{
unsigned int n;
if (!saved_bots) {
return;
}
for (n = 0; n < num_saved_bots; n++) {
const saved_bot_t& saved = saved_bots[n];
G_AddBot(&saved);
}
delete[] saved_bots;
saved_bots = NULL;
}
/*
===========
G_CountPlayingClients
Count the number of real clients that are playing
============
*/
int G_CountPlayingClients()
{
gentity_t *other;
unsigned int n;
unsigned int count = 0;
for (n = 0; n < game.maxclients; n++) {
other = &g_entities[n];
if (G_IsPlayer(other)) {
Player *p = static_cast<Player *>(other->entity);
// Ignore spectators
if (p->GetTeam() != teamtype_t::TEAM_NONE && p->GetTeam() != teamtype_t::TEAM_SPECTATOR) {
count++;
}
}
}
return count;
}
/*
===========
G_CountClients
Count the number of real clients
============
*/
int G_CountClients()
{
gentity_t *other;
unsigned int n;
unsigned int count = 0;
for (n = 0; n < game.maxclients; n++) {
other = &g_entities[n];
if (G_IsBot(other)) {
continue;
}
if (other->client && other->client->pers.userinfo[0]) {
count++;
}
}
return count;
}
/*
===========
G_RestartBots
Save bots
============
*/
void G_RestartBots()
{
G_SaveBots();
}
/*
===========
G_ResetBots
Save and reset the bot count
============
*/
void G_ResetBots()
{
botManager.Cleanup();
botId = 0;
}
/*
===========
G_BotInit
Called to initialize bots
============
*/
void G_BotInit()
{
InitModelList();
botManager.Init();
}
/*
===========
G_BotFrame
Called each frame to manage bots
============
*/
void G_BotFrame()
{
botManager.Frame();
}
/*
===========
G_BotPostInit
Called after the server has spawned
============
*/
void G_BotPostInit()
{
G_RestoreBots();
G_SpawnBots();
}
/*
===========
G_SpawnBots
Called each frame to manage bot spawning
============
*/
void G_SpawnBots()
{
unsigned int numClients;
unsigned int numBotsToSpawn;
unsigned int numSpawnedBots;
//
// Check the minimum bot count
//
numClients = G_CountPlayingClients();
if (numClients < sv_minPlayers->integer) {
numBotsToSpawn = sv_minPlayers->integer - numClients + sv_numbots->integer;
} else {
numBotsToSpawn = sv_numbots->integer;
}
if (sv_sharedbots->integer) {
unsigned int numClients = G_CountClients();
//
// Cap to the maximum number of possible clients
//
numBotsToSpawn = Q_min(numBotsToSpawn, maxclients->integer - numClients + sv_maxbots->integer);
} else {
numBotsToSpawn = Q_min(numBotsToSpawn, sv_maxbots->integer);
}
numSpawnedBots = botManager.getControllerManager().getControllers().NumObjects();
//
// Spawn bots
//
if (numBotsToSpawn > numSpawnedBots) {
G_AddBots(numBotsToSpawn - numSpawnedBots);
} else if (numBotsToSpawn < numSpawnedBots) {
G_RemoveBots(numSpawnedBots - numBotsToSpawn);
}
}