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16c8d17a4c
* 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)
290 lines
8.8 KiB
C
290 lines
8.8 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 2007-2016 by John "JTE" Muniz.
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// Copyright (C) 2011-2016 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file b_bot.c
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/// \brief Basic bot handling
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#include "doomdef.h"
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#include "d_player.h"
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#include "g_game.h"
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#include "r_main.h"
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#include "p_local.h"
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#include "b_bot.h"
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#include "lua_hook.h"
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// If you want multiple bots, variables like this will
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// have to be stuffed in something accessible through player_t.
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static boolean lastForward = false;
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static boolean lastBlocked = false;
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static boolean blocked = false;
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static inline void B_BuildTailsTiccmd(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd)
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{
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boolean forward=false, backward=false, left=false, right=false, jump=false, spin=false;
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angle_t angle;
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INT16 rangle;
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fixed_t dist;
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// We can't follow Sonic if he's not around!
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if (!sonic || sonic->health <= 0)
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return;
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#ifdef HAVE_BLUA
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// Lua can handle it!
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if (LUAh_BotAI(sonic, tails, cmd))
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return;
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#endif
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if (tails->player->powers[pw_carry] == CR_MACESPIN || tails->player->powers[pw_carry] == CR_GENERIC)
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{
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boolean isrelevant = (sonic->player->powers[pw_carry] == CR_MACESPIN || sonic->player->powers[pw_carry] == CR_GENERIC);
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dist = P_AproxDistance(tails->x-sonic->x, tails->y-sonic->y);
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if (sonic->player->cmd.buttons & BT_JUMP && (sonic->player->pflags & PF_JUMPED) && isrelevant)
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cmd->buttons |= BT_JUMP;
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if (isrelevant)
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{
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cmd->forwardmove = sonic->player->cmd.forwardmove;
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cmd->angleturn = abs((signed)(tails->angle - sonic->angle))>>16;
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if (sonic->angle < tails->angle)
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cmd->angleturn = -cmd->angleturn;
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} else if (dist > FixedMul(512*FRACUNIT, tails->scale))
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cmd->buttons |= BT_JUMP;
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return;
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}
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// Gather data about the environment
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dist = P_AproxDistance(tails->x-sonic->x, tails->y-sonic->y);
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if (tails->player->pflags & PF_STARTDASH)
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angle = sonic->angle;
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else
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angle = R_PointToAngle2(tails->x, tails->y, sonic->x, sonic->y);
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// Decide which direction to turn
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angle = (tails->angle - angle);
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if (angle < ANGLE_180) {
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right = true; // We need to turn right
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rangle = AngleFixed(angle)>>FRACBITS;
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} else {
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left = true; // We need to turn left
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rangle = 360-(AngleFixed(angle)>>FRACBITS);
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}
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// Decide to move forward if you're finished turning
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if (abs(rangle) < 10) { // We're facing the right way?
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left = right = false; // Stop turning
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forward = true; // and walk forward instead.
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}
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if (dist < (sonic->radius+tails->radius)*3) // We're close enough?
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forward = false; // Stop walking.
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// Decide when to jump
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if (!(tails->player->pflags & (PF_JUMPED|PF_JUMPDOWN))) { // We're not jumping yet...
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if (forward && lastForward && blocked && lastBlocked) // We've been stopped by a wall or something
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jump = true; // Try to jump up
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} else if ((tails->player->pflags & (PF_JUMPDOWN|PF_JUMPED)) == (PF_JUMPDOWN|PF_JUMPED)) { // When we're already jumping...
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if (lastForward && blocked) // We're still stuck on something?
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jump = true;
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if (sonic->floorz > tails->floorz) // He's still above us? Jump HIGHER, then!
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jump = true;
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}
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// Decide when to spin
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if (sonic->player->pflags & PF_STARTDASH
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&& (tails->player->pflags & PF_STARTDASH || (P_AproxDistance(tails->momx, tails->momy) < 2*FRACUNIT && !forward)))
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spin = true;
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// Turn the virtual keypresses into ticcmd_t.
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B_KeysToTiccmd(tails, cmd, forward, backward, left, right, false, false, jump, spin);
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// Update our status
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lastForward = forward;
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lastBlocked = blocked;
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blocked = false;
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}
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void B_BuildTiccmd(player_t *player, ticcmd_t *cmd)
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{
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// Can't build a ticcmd if we aren't spawned...
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if (!player->mo)
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return;
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if (player->playerstate == PST_DEAD)
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{
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if (B_CheckRespawn(player))
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cmd->buttons |= BT_JUMP;
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return;
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}
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// Bot AI isn't programmed in analog.
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CV_SetValue(&cv_analog2, false);
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#ifdef HAVE_BLUA
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// Let Lua scripts build ticcmds
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if (LUAh_BotTiccmd(player, cmd))
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return;
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#endif
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// We don't have any main character AI, sorry. D:
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if (player-players == consoleplayer)
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return;
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// Basic Tails AI
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B_BuildTailsTiccmd(players[consoleplayer].mo, player->mo, cmd);
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}
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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)
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{
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// Turn the virtual keypresses into ticcmd_t.
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if (twodlevel || mo->flags2 & MF2_TWOD) {
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if (players[consoleplayer].climbing
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|| mo->player->pflags & PF_GLIDING) {
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// Don't mess with bot inputs during these unhandled movement conditions.
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// The normal AI doesn't use abilities, so custom AI should be sending us exactly what it wants anyway.
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if (forward)
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cmd->forwardmove += MAXPLMOVE<<FRACBITS>>16;
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if (backward)
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cmd->forwardmove -= MAXPLMOVE<<FRACBITS>>16;
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if (left || strafeleft)
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cmd->sidemove -= MAXPLMOVE<<FRACBITS>>16;
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if (right || straferight)
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cmd->sidemove += MAXPLMOVE<<FRACBITS>>16;
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} else {
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// In standard 2D mode, interpret "forward" as "the way you're facing" and everything else as "the way you're not facing"
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if (left || right)
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backward = true;
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left = right = false;
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if (forward) {
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if (mo->angle < ANGLE_90 || mo->angle > ANGLE_270)
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right = true;
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else
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left = true;
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} else if (backward) {
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if (mo->angle < ANGLE_90 || mo->angle > ANGLE_270)
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left = true;
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else
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right = true;
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}
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if (left || strafeleft)
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cmd->sidemove -= MAXPLMOVE<<FRACBITS>>16;
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if (right || straferight)
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cmd->sidemove += MAXPLMOVE<<FRACBITS>>16;
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}
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} else {
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if (forward)
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cmd->forwardmove += MAXPLMOVE<<FRACBITS>>16;
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if (backward)
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cmd->forwardmove -= MAXPLMOVE<<FRACBITS>>16;
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if (left)
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cmd->angleturn += 1280;
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if (right)
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cmd->angleturn -= 1280;
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if (strafeleft)
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cmd->sidemove -= MAXPLMOVE<<FRACBITS>>16;
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if (straferight)
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cmd->sidemove += MAXPLMOVE<<FRACBITS>>16;
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}
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if (jump)
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cmd->buttons |= BT_JUMP;
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if (spin)
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cmd->buttons |= BT_USE;
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}
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void B_MoveBlocked(player_t *player)
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{
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(void)player;
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blocked = true;
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}
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boolean B_CheckRespawn(player_t *player)
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{
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mobj_t *sonic = players[consoleplayer].mo;
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mobj_t *tails = player->mo;
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// We can't follow Sonic if he's not around!
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if (!sonic || sonic->health <= 0)
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return false;
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// Check if Sonic is busy first.
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// If he's doing any of these things, he probably doesn't want to see us.
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if (sonic->player->pflags & (PF_GLIDING|PF_SLIDING|PF_BOUNCING)
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|| (sonic->player->panim != PA_IDLE && sonic->player->panim != PA_WALK)
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|| (sonic->player->powers[pw_carry]))
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return false;
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// Low ceiling, do not want!
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if (sonic->ceilingz - sonic->z < 2*sonic->height)
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return false;
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// If you're dead, wait a few seconds to respawn.
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if (player->playerstate == PST_DEAD) {
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if (player->deadtimer > 4*TICRATE)
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return true;
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return false;
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}
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// If you can't see Sonic, I guess we should?
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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))
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return true;
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return false;
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}
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void B_RespawnBot(INT32 playernum)
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{
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player_t *player = &players[playernum];
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fixed_t x,y,z;
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mobj_t *sonic = players[consoleplayer].mo;
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mobj_t *tails;
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if (!sonic || sonic->health <= 0)
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return;
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player->bot = 1;
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P_SpawnPlayer(playernum);
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tails = player->mo;
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x = sonic->x;
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y = sonic->y;
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if (sonic->eflags & MFE_VERTICALFLIP) {
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tails->eflags |= MFE_VERTICALFLIP;
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z = sonic->z - FixedMul(512*FRACUNIT,sonic->scale);
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if (z < sonic->floorz)
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z = sonic->floorz;
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} else {
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z = sonic->z + sonic->height + FixedMul(512*FRACUNIT,sonic->scale);
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if (z > sonic->ceilingz - sonic->height)
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z = sonic->ceilingz - sonic->height;
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}
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if (sonic->flags2 & MF2_OBJECTFLIP)
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tails->flags2 |= MF2_OBJECTFLIP;
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if (sonic->flags2 & MF2_TWOD)
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tails->flags2 |= MF2_TWOD;
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if (sonic->eflags & MFE_UNDERWATER)
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tails->eflags |= MFE_UNDERWATER;
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player->powers[pw_underwater] = sonic->player->powers[pw_underwater];
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player->powers[pw_spacetime] = sonic->player->powers[pw_spacetime];
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player->powers[pw_gravityboots] = sonic->player->powers[pw_gravityboots];
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player->powers[pw_nocontrol] = sonic->player->powers[pw_nocontrol];
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player->acceleration = sonic->player->acceleration;
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player->accelstart = sonic->player->accelstart;
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player->thrustfactor = sonic->player->thrustfactor;
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player->normalspeed = sonic->player->normalspeed;
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player->pflags |= PF_AUTOBRAKE|(sonic->player->pflags & PF_DIRECTIONCHAR);
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P_TeleportMove(tails, x, y, z);
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if (player->charability == CA_FLY)
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{
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P_SetPlayerMobjState(tails, S_PLAY_FLY);
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tails->player->powers[pw_tailsfly] = (UINT16)-1;
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}
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else
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P_SetPlayerMobjState(tails, S_PLAY_FALL);
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P_SetScale(tails, sonic->scale);
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tails->destscale = sonic->destscale;
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}
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