SRB2/src/b_bot.c
toaster 16c8d17a4c * (probably) fix crash with followmobj not being properly invalidated on mapload
* clean up P_LevelInitStuff
* [unrelated] make the bot use directionchar if you are (i only realised it wasn't as a consequence of testing this)
2018-06-09 18:06:14 +01:00

290 lines
8.8 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 2007-2016 by John "JTE" Muniz.
// Copyright (C) 2011-2016 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file b_bot.c
/// \brief Basic bot handling
#include "doomdef.h"
#include "d_player.h"
#include "g_game.h"
#include "r_main.h"
#include "p_local.h"
#include "b_bot.h"
#include "lua_hook.h"
// If you want multiple bots, variables like this will
// have to be stuffed in something accessible through player_t.
static boolean lastForward = false;
static boolean lastBlocked = false;
static boolean blocked = false;
static inline void B_BuildTailsTiccmd(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd)
{
boolean forward=false, backward=false, left=false, right=false, jump=false, spin=false;
angle_t angle;
INT16 rangle;
fixed_t dist;
// We can't follow Sonic if he's not around!
if (!sonic || sonic->health <= 0)
return;
#ifdef HAVE_BLUA
// Lua can handle it!
if (LUAh_BotAI(sonic, tails, cmd))
return;
#endif
if (tails->player->powers[pw_carry] == CR_MACESPIN || tails->player->powers[pw_carry] == CR_GENERIC)
{
boolean isrelevant = (sonic->player->powers[pw_carry] == CR_MACESPIN || sonic->player->powers[pw_carry] == CR_GENERIC);
dist = P_AproxDistance(tails->x-sonic->x, tails->y-sonic->y);
if (sonic->player->cmd.buttons & BT_JUMP && (sonic->player->pflags & PF_JUMPED) && isrelevant)
cmd->buttons |= BT_JUMP;
if (isrelevant)
{
cmd->forwardmove = sonic->player->cmd.forwardmove;
cmd->angleturn = abs((signed)(tails->angle - sonic->angle))>>16;
if (sonic->angle < tails->angle)
cmd->angleturn = -cmd->angleturn;
} else if (dist > FixedMul(512*FRACUNIT, tails->scale))
cmd->buttons |= BT_JUMP;
return;
}
// Gather data about the environment
dist = P_AproxDistance(tails->x-sonic->x, tails->y-sonic->y);
if (tails->player->pflags & PF_STARTDASH)
angle = sonic->angle;
else
angle = R_PointToAngle2(tails->x, tails->y, sonic->x, sonic->y);
// Decide which direction to turn
angle = (tails->angle - angle);
if (angle < ANGLE_180) {
right = true; // We need to turn right
rangle = AngleFixed(angle)>>FRACBITS;
} else {
left = true; // We need to turn left
rangle = 360-(AngleFixed(angle)>>FRACBITS);
}
// Decide to move forward if you're finished turning
if (abs(rangle) < 10) { // We're facing the right way?
left = right = false; // Stop turning
forward = true; // and walk forward instead.
}
if (dist < (sonic->radius+tails->radius)*3) // We're close enough?
forward = false; // Stop walking.
// Decide when to jump
if (!(tails->player->pflags & (PF_JUMPED|PF_JUMPDOWN))) { // We're not jumping yet...
if (forward && lastForward && blocked && lastBlocked) // We've been stopped by a wall or something
jump = true; // Try to jump up
} else if ((tails->player->pflags & (PF_JUMPDOWN|PF_JUMPED)) == (PF_JUMPDOWN|PF_JUMPED)) { // When we're already jumping...
if (lastForward && blocked) // We're still stuck on something?
jump = true;
if (sonic->floorz > tails->floorz) // He's still above us? Jump HIGHER, then!
jump = true;
}
// Decide when to spin
if (sonic->player->pflags & PF_STARTDASH
&& (tails->player->pflags & PF_STARTDASH || (P_AproxDistance(tails->momx, tails->momy) < 2*FRACUNIT && !forward)))
spin = true;
// Turn the virtual keypresses into ticcmd_t.
B_KeysToTiccmd(tails, cmd, forward, backward, left, right, false, false, jump, spin);
// Update our status
lastForward = forward;
lastBlocked = blocked;
blocked = false;
}
void B_BuildTiccmd(player_t *player, ticcmd_t *cmd)
{
// Can't build a ticcmd if we aren't spawned...
if (!player->mo)
return;
if (player->playerstate == PST_DEAD)
{
if (B_CheckRespawn(player))
cmd->buttons |= BT_JUMP;
return;
}
// Bot AI isn't programmed in analog.
CV_SetValue(&cv_analog2, false);
#ifdef HAVE_BLUA
// Let Lua scripts build ticcmds
if (LUAh_BotTiccmd(player, cmd))
return;
#endif
// We don't have any main character AI, sorry. D:
if (player-players == consoleplayer)
return;
// Basic Tails AI
B_BuildTailsTiccmd(players[consoleplayer].mo, player->mo, cmd);
}
void B_KeysToTiccmd(mobj_t *mo, ticcmd_t *cmd, boolean forward, boolean backward, boolean left, boolean right, boolean strafeleft, boolean straferight, boolean jump, boolean spin)
{
// Turn the virtual keypresses into ticcmd_t.
if (twodlevel || mo->flags2 & MF2_TWOD) {
if (players[consoleplayer].climbing
|| mo->player->pflags & PF_GLIDING) {
// Don't mess with bot inputs during these unhandled movement conditions.
// The normal AI doesn't use abilities, so custom AI should be sending us exactly what it wants anyway.
if (forward)
cmd->forwardmove += MAXPLMOVE<<FRACBITS>>16;
if (backward)
cmd->forwardmove -= MAXPLMOVE<<FRACBITS>>16;
if (left || strafeleft)
cmd->sidemove -= MAXPLMOVE<<FRACBITS>>16;
if (right || straferight)
cmd->sidemove += MAXPLMOVE<<FRACBITS>>16;
} else {
// In standard 2D mode, interpret "forward" as "the way you're facing" and everything else as "the way you're not facing"
if (left || right)
backward = true;
left = right = false;
if (forward) {
if (mo->angle < ANGLE_90 || mo->angle > ANGLE_270)
right = true;
else
left = true;
} else if (backward) {
if (mo->angle < ANGLE_90 || mo->angle > ANGLE_270)
left = true;
else
right = true;
}
if (left || strafeleft)
cmd->sidemove -= MAXPLMOVE<<FRACBITS>>16;
if (right || straferight)
cmd->sidemove += MAXPLMOVE<<FRACBITS>>16;
}
} else {
if (forward)
cmd->forwardmove += MAXPLMOVE<<FRACBITS>>16;
if (backward)
cmd->forwardmove -= MAXPLMOVE<<FRACBITS>>16;
if (left)
cmd->angleturn += 1280;
if (right)
cmd->angleturn -= 1280;
if (strafeleft)
cmd->sidemove -= MAXPLMOVE<<FRACBITS>>16;
if (straferight)
cmd->sidemove += MAXPLMOVE<<FRACBITS>>16;
}
if (jump)
cmd->buttons |= BT_JUMP;
if (spin)
cmd->buttons |= BT_USE;
}
void B_MoveBlocked(player_t *player)
{
(void)player;
blocked = true;
}
boolean B_CheckRespawn(player_t *player)
{
mobj_t *sonic = players[consoleplayer].mo;
mobj_t *tails = player->mo;
// We can't follow Sonic if he's not around!
if (!sonic || sonic->health <= 0)
return false;
// Check if Sonic is busy first.
// If he's doing any of these things, he probably doesn't want to see us.
if (sonic->player->pflags & (PF_GLIDING|PF_SLIDING|PF_BOUNCING)
|| (sonic->player->panim != PA_IDLE && sonic->player->panim != PA_WALK)
|| (sonic->player->powers[pw_carry]))
return false;
// Low ceiling, do not want!
if (sonic->ceilingz - sonic->z < 2*sonic->height)
return false;
// If you're dead, wait a few seconds to respawn.
if (player->playerstate == PST_DEAD) {
if (player->deadtimer > 4*TICRATE)
return true;
return false;
}
// If you can't see Sonic, I guess we should?
if (!P_CheckSight(sonic, tails) && P_AproxDistance(P_AproxDistance(tails->x-sonic->x, tails->y-sonic->y), tails->z-sonic->z) > FixedMul(1024*FRACUNIT, tails->scale))
return true;
return false;
}
void B_RespawnBot(INT32 playernum)
{
player_t *player = &players[playernum];
fixed_t x,y,z;
mobj_t *sonic = players[consoleplayer].mo;
mobj_t *tails;
if (!sonic || sonic->health <= 0)
return;
player->bot = 1;
P_SpawnPlayer(playernum);
tails = player->mo;
x = sonic->x;
y = sonic->y;
if (sonic->eflags & MFE_VERTICALFLIP) {
tails->eflags |= MFE_VERTICALFLIP;
z = sonic->z - FixedMul(512*FRACUNIT,sonic->scale);
if (z < sonic->floorz)
z = sonic->floorz;
} else {
z = sonic->z + sonic->height + FixedMul(512*FRACUNIT,sonic->scale);
if (z > sonic->ceilingz - sonic->height)
z = sonic->ceilingz - sonic->height;
}
if (sonic->flags2 & MF2_OBJECTFLIP)
tails->flags2 |= MF2_OBJECTFLIP;
if (sonic->flags2 & MF2_TWOD)
tails->flags2 |= MF2_TWOD;
if (sonic->eflags & MFE_UNDERWATER)
tails->eflags |= MFE_UNDERWATER;
player->powers[pw_underwater] = sonic->player->powers[pw_underwater];
player->powers[pw_spacetime] = sonic->player->powers[pw_spacetime];
player->powers[pw_gravityboots] = sonic->player->powers[pw_gravityboots];
player->powers[pw_nocontrol] = sonic->player->powers[pw_nocontrol];
player->acceleration = sonic->player->acceleration;
player->accelstart = sonic->player->accelstart;
player->thrustfactor = sonic->player->thrustfactor;
player->normalspeed = sonic->player->normalspeed;
player->pflags |= PF_AUTOBRAKE|(sonic->player->pflags & PF_DIRECTIONCHAR);
P_TeleportMove(tails, x, y, z);
if (player->charability == CA_FLY)
{
P_SetPlayerMobjState(tails, S_PLAY_FLY);
tails->player->powers[pw_tailsfly] = (UINT16)-1;
}
else
P_SetPlayerMobjState(tails, S_PLAY_FALL);
P_SetScale(tails, sonic->scale);
tails->destscale = sonic->destscale;
}