gzdoom-gles/src/b_move.cpp

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/********************************
* B_Think.c *
* Description: *
* Movement/Roaming code for *
* the bot's *
*********************************/
#include "doomdef.h"
#include "doomstat.h"
#include "p_local.h"
#include "b_bot.h"
#include "g_game.h"
#include "d_protocol.h"
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#include "m_random.h"
#include "i_system.h"
#include "p_lnspec.h"
#include "gi.h"
#include "a_keys.h"
#include "d_event.h"
#include "p_enemy.h"
#include "d_player.h"
#include "p_spec.h"
#include "p_checkposition.h"
#include "math/cmath.h"
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static FRandom pr_botopendoor ("BotOpenDoor");
static FRandom pr_bottrywalk ("BotTryWalk");
static FRandom pr_botnewchasedir ("BotNewChaseDir");
// borrow some tables from p_enemy.cpp
extern dirtype_t opposite[9];
extern dirtype_t diags[4];
//Called while the bot moves after its dest mobj
//which can be a weapon/enemy/item whatever.
void DBot::Roam (ticcmd_t *cmd)
{
if (Reachable(dest))
{ // Straight towards it.
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Angle = player->mo->AngleTo(dest);
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}
else if (player->mo->movedir < 8) // turn towards movement direction if not there yet
{
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// no point doing this with floating point angles...
unsigned angle = Angle.BAMs() & (unsigned)(7 << 29);
int delta = angle - (player->mo->movedir << 29);
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if (delta > 0)
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Angle -= 45;
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else if (delta < 0)
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Angle += 45;
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}
// chase towards destination.
if (--player->mo->movecount < 0 || !Move (cmd))
{
NewChaseDir (cmd);
}
}
bool DBot::Move (ticcmd_t *cmd)
{
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double tryx, tryy;
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bool try_ok;
int good;
if (player->mo->movedir >= DI_NODIR)
{
player->mo->movedir = DI_NODIR; // make sure it's valid.
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return false;
}
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tryx = player->mo->X() + 8*xspeed[player->mo->movedir];
tryy = player->mo->Y() + 8*yspeed[player->mo->movedir];
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try_ok = bglobal.CleanAhead (player->mo, tryx, tryy, cmd);
if (!try_ok) //Anything blocking that could be opened etc..
{
if (!spechit.Size ())
return false;
player->mo->movedir = DI_NODIR;
good = 0;
spechit_t spechit1;
line_t *ld;
while (spechit.Pop (spechit1))
{
ld = spechit1.line;
bool tryit = true;
if (ld->special == Door_LockedRaise && !P_CheckKeys (player->mo, ld->args[3], false))
tryit = false;
else if (ld->special == Generic_Door && !P_CheckKeys (player->mo, ld->args[4], false))
tryit = false;
if (tryit &&
(P_TestActivateLine (ld, player->mo, 0, SPAC_Use) ||
P_TestActivateLine (ld, player->mo, 0, SPAC_Push)))
{
good |= ld == player->mo->BlockingLine ? 1 : 2;
}
}
if (good && ((pr_botopendoor() >= 203) ^ (good & 1)))
{
cmd->ucmd.buttons |= BT_USE;
cmd->ucmd.forwardmove = FORWARDRUN;
return true;
}
else
return false;
}
else //Move forward.
cmd->ucmd.forwardmove = FORWARDRUN;
return true;
}
bool DBot::TryWalk (ticcmd_t *cmd)
{
if (!Move (cmd))
return false;
player->mo->movecount = pr_bottrywalk() & 60;
return true;
}
void DBot::NewChaseDir (ticcmd_t *cmd)
{
dirtype_t d[3];
int tdir;
dirtype_t olddir;
dirtype_t turnaround;
if (!dest)
{
#ifndef BOT_RELEASE_COMPILE
Printf ("Bot tried move without destination\n");
#endif
return;
}
olddir = (dirtype_t)player->mo->movedir;
turnaround = opposite[olddir];
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DVector2 delta = player->mo->Vec2To(dest);
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if (delta.X > 10)
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d[1] = DI_EAST;
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else if (delta.X < -10)
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d[1] = DI_WEST;
else
d[1] = DI_NODIR;
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if (delta.Y < -10)
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d[2] = DI_SOUTH;
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else if (delta.Y > 10)
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d[2] = DI_NORTH;
else
d[2] = DI_NODIR;
// try direct route
if (d[1] != DI_NODIR && d[2] != DI_NODIR)
{
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player->mo->movedir = diags[((delta.Y < 0) << 1) + (delta.X > 0)];
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if (player->mo->movedir != turnaround && TryWalk(cmd))
return;
}
// try other directions
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if (pr_botnewchasedir() > 200
|| fabs(delta.Y) > fabs(delta.X))
{
tdir = d[1];
d[1] = d[2];
d[2] = (dirtype_t)tdir;
}
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if (d[1]==turnaround)
d[1]=DI_NODIR;
if (d[2]==turnaround)
d[2]=DI_NODIR;
if (d[1]!=DI_NODIR)
{
player->mo->movedir = d[1];
if (TryWalk (cmd))
return;
}
if (d[2]!=DI_NODIR)
{
player->mo->movedir = d[2];
if (TryWalk(cmd))
return;
}
// there is no direct path to the player,
// so pick another direction.
if (olddir!=DI_NODIR)
{
player->mo->movedir = olddir;
if (TryWalk(cmd))
return;
}
// randomly determine direction of search
if (pr_botnewchasedir()&1)
{
for ( tdir=DI_EAST;
tdir<=DI_SOUTHEAST;
tdir++ )
{
if (tdir!=turnaround)
{
player->mo->movedir = tdir;
if (TryWalk(cmd))
return;
}
}
}
else
{
for ( tdir=DI_SOUTHEAST;
tdir != (DI_EAST-1);
tdir-- )
{
if (tdir!=turnaround)
{
player->mo->movedir = tdir;
if (TryWalk(cmd))
return;
}
}
}
if (turnaround != DI_NODIR)
{
player->mo->movedir = turnaround;
if (TryWalk(cmd))
return;
}
player->mo->movedir = DI_NODIR; // can not move
}
//
// B_CleanAhead
// Check if a place is ok to move towards.
// This is also a traverse function for
// bots pre-rocket fire (preventing suicide)
//
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bool FCajunMaster::CleanAhead (AActor *thing, double x, double y, ticcmd_t *cmd)
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{
FCheckPosition tm;
if (!SafeCheckPosition (thing, x, y, tm))
return false; // solid wall or thing
if (!(thing->flags & MF_NOCLIP) )
{
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if (tm.ceilingz - tm.floorz < thing->Height)
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return false; // doesn't fit
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double maxmove = MAXMOVEHEIGHT;
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if (!(thing->flags&MF_MISSILE))
{
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if(tm.floorz > (thing->Sector->floorplane.ZatPoint(x, y)+maxmove)) //Too high wall
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return false;
//Jumpable
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if(tm.floorz > (thing->Sector->floorplane.ZatPoint(x, y)+thing->MaxStepHeight))
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cmd->ucmd.buttons |= BT_JUMP;
if ( !(thing->flags & MF_TELEPORT) &&
tm.ceilingz < thing->Top())
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return false; // mobj must lower itself to fit
// jump out of water
// if((thing->eflags & (MF_UNDERWATER|MF_TOUCHWATER))==(MF_UNDERWATER|MF_TOUCHWATER))
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// maxstep=37;
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if ( !(thing->flags & MF_TELEPORT) &&
(tm.floorz - thing->Z() > thing->MaxStepHeight) )
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return false; // too big a step up
if ( !(thing->flags&(MF_DROPOFF|MF_FLOAT))
&& tm.floorz - tm.dropoffz > thing->MaxDropOffHeight )
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return false; // don't stand over a dropoff
}
}
return true;
}
#define OKAYRANGE (5) //counts *2, when angle is in range, turning is not executed.
#define MAXTURN (15) //Max degrees turned in one tic. Lower is smother but may cause the bot not getting where it should = crash
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#define TURNSENS 3 //Higher is smoother but slower turn.
void DBot::TurnToAng ()
{
double maxturn = MAXTURN;
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if (player->ReadyWeapon != NULL)
{
if (player->ReadyWeapon->WeaponFlags & WIF_BOT_EXPLOSIVE)
{
if (t_roam && !missile)
{ //Keep angle that where when shot where decided.
return;
}
}
if(enemy)
if(!dest) //happens when running after item in combat situations, or normal, prevents weak turns
if(player->ReadyWeapon->ProjectileType == NULL && !(player->ReadyWeapon->WeaponFlags & WIF_MELEEWEAPON))
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if(Check_LOS(enemy, SHOOTFOV+5))
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maxturn = 3;
}
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DAngle distance = deltaangle(player->mo->Angles.Yaw, Angle);
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if (fabs (distance) < OKAYRANGE && !enemy)
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return;
distance /= TURNSENS;
if (fabs (distance) > maxturn)
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distance = distance < 0 ? -maxturn : maxturn;
player->mo->Angles.Yaw += distance;
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}
void DBot::Pitch (AActor *target)
{
double aim;
double diff;
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diff = target->Z() - player->mo->Z();
aim = g_atan(diff / player->mo->Distance2D(target));
player->mo->Angles.Pitch = DAngle::ToDegrees(aim);
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}
//Checks if a sector is dangerous.
bool FCajunMaster::IsDangerous (sector_t *sec)
{
return sec->damageamount > 0;
}