mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-19 02:42:01 +00:00
cf11cbdb30
SVN r4 (trunk)
586 lines
16 KiB
C++
586 lines
16 KiB
C++
/*******************************
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* B_spawn.c *
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* Description: *
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* various procedures that the *
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* bot need to work *
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*******************************/
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#include <malloc.h>
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#include "doomtype.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "p_local.h"
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#include "b_bot.h"
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#include "g_game.h"
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#include "m_random.h"
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#include "r_sky.h"
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#include "r_main.h"
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#include "st_stuff.h"
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#include "stats.h"
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#include "i_system.h"
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#include "s_sound.h"
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#include "vectors.h"
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#include "a_doomglobal.h"
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static FRandom pr_botdofire ("BotDoFire");
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//Used with Reachable().
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static AActor *looker;
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static AActor *rtarget;
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static bool reachable;
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static fixed_t last_z;
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static sector_t *last_s;
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static fixed_t estimated_dist;
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static int PTR_Reachable (intercept_t *in)
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{
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fixed_t hitx, hity;
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fixed_t frac;
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line_t *line;
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AActor *thing;
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fixed_t dist;
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sector_t *s;
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frac = in->frac - FixedDiv (4*FRACUNIT, MAX_TRAVERSE_DIST);
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dist = FixedMul (frac, MAX_TRAVERSE_DIST);
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hitx = trace.x + FixedMul (looker->momx, frac);
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hity = trace.y + FixedMul (looker->momy, frac);
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if (in->isaline)
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{
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line = in->d.line;
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if (!(line->flags & ML_TWOSIDED) || (line->flags & ML_BLOCKING))
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{
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return (reachable = false); //Cannot continue.
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}
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else
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{
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//Determine if going to use backsector/frontsector.
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s = (line->backsector == last_s) ? line->frontsector : line->backsector;
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fixed_t ceilingheight = s->ceilingplane.ZatPoint (hitx, hity);
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fixed_t floorheight = s->floorplane.ZatPoint (hitx, hity);
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if (!bglobal.IsDangerous (s) && //Any nukage/lava?
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(floorheight <= (last_z+MAXMOVEHEIGHT)
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&& ((ceilingheight == floorheight && line->special)
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|| (ceilingheight - floorheight) >= looker->height))) //Does it fit?
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{
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last_z = floorheight;
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last_s = s;
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return true;
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}
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else
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{
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return (reachable = false);
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}
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}
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}
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if (dist > estimated_dist)
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{
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reachable = true;
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return false; //Don't need to continue.
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}
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thing = in->d.thing;
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if (thing == looker) //Can't reach self in this case.
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return true;
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if (thing == rtarget && (rtarget->Sector->floorplane.ZatPoint (rtarget->x, rtarget->y) <= (last_z+MAXMOVEHEIGHT)))
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{
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reachable = true;
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return false;
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}
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reachable = false;
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return true;
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}
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//Checks TRUE reachability from
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//one actor to another. First mobj (actor) is looker.
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bool DCajunMaster::Reachable (AActor *actor, AActor *target)
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{
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if (actor == target)
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return false;
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if ((target->Sector->ceilingplane.ZatPoint (target->x, target->y) -
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target->Sector->floorplane.ZatPoint (target->x, target->y))
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< actor->height) //Where target is, looker can't be.
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return false;
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looker = actor;
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rtarget = target;
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last_s = actor->Sector;
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last_z = last_s->floorplane.ZatPoint (actor->x, actor->y);
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reachable = true;
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estimated_dist = P_AproxDistance (actor->x - target->x, actor->y - target->y);
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P_PathTraverse (actor->x+actor->momx, actor->y+actor->momy, target->x, target->y, PT_ADDLINES|PT_ADDTHINGS, PTR_Reachable);
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return reachable;
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}
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//doesnt check LOS, checks visibility with a set view angle.
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//B_Checksight checks LOS (straight line)
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//----------------------------------------------------------------------
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//Check if mo1 has free line to mo2
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//and if mo2 is within mo1 viewangle (vangle) given with normal degrees.
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//if these conditions are true, the function returns true.
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//GOOD TO KNOW is that the player's view angle
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//in doom is 90 degrees infront.
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bool DCajunMaster::Check_LOS (AActor *from, AActor *to, angle_t vangle)
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{
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if (!P_CheckSight (from, to, 2))
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return false; // out of sight
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if (vangle == ANGLE_MAX)
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return true;
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if (vangle == 0)
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return false; //Looker seems to be blind.
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return abs (R_PointToAngle2 (from->x, from->y, to->x, to->y) - from->angle) <= vangle/2;
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}
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//-------------------------------------
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//Bot_Dofire()
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//-------------------------------------
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//The bot will check if it's time to fire
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//and do so if that is the case.
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void DCajunMaster::Dofire (AActor *actor, ticcmd_t *cmd)
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{
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bool no_fire; //used to prevent bot from pumping rockets into nearby walls.
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int aiming_penalty=0; //For shooting at shading target, if screen is red, MAKEME: When screen red.
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int aiming_value; //The final aiming value.
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fixed_t dist;
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angle_t an;
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int m;
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static bool inc[MAXPLAYERS];
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AActor *enemy = actor->player->enemy;
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if (!enemy || !(enemy->flags & MF_SHOOTABLE) || enemy->health <= 0)
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return;
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if (actor->player->ReadyWeapon == NULL)
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return;
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if (actor->player->damagecount > actor->player->skill.isp)
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{
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actor->player->first_shot = true;
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return;
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}
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//Reaction skill thing.
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if (actor->player->first_shot &&
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!(actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_REACTION_SKILL_THING))
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{
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actor->player->t_react = (100-actor->player->skill.reaction+1)/((pr_botdofire()%3)+3);
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}
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actor->player->first_shot = false;
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if (actor->player->t_react)
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return;
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//MAKEME: Decrease the rocket suicides even more.
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no_fire = true;
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//actor->player->angle = R_PointToAngle2(actor->x, actor->y, actor->player->enemy->x, actor->player->enemy->y);
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//Distance to enemy.
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dist = P_AproxDistance ((actor->x + actor->momx) - (enemy->x + enemy->momx),
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(actor->y + actor->momy) - (enemy->y + enemy->momy));
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//FIRE EACH TYPE OF WEAPON DIFFERENT: Here should all the different weapons go.
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if (actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_MELEE)
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{
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if ((actor->player->ReadyWeapon->ProjectileType != NULL))
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{
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if (actor->player->ReadyWeapon->CheckAmmo (AWeapon::PrimaryFire, false, true))
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{
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// This weapon can fire a projectile and has enough ammo to do so
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goto shootmissile;
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}
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else if (!(actor->player->ReadyWeapon->WeaponFlags & WIF_AMMO_OPTIONAL))
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{
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// Ammo is required, so don't shoot. This is for weapons that shoot
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// missiles that die at close range, such as the powered-up Phoneix Rod.
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return;
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}
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}
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else
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{
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//*4 is for atmosphere, the chainsaws sounding and all..
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no_fire = (dist > (MELEERANGE*4));
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}
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}
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else if (actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_BFG)
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{
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//MAKEME: This should be smarter.
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if ((pr_botdofire()%200)<=actor->player->skill.reaction)
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if(Check_LOS(actor, actor->player->enemy, SHOOTFOV))
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no_fire = false;
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}
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else if (actor->player->ReadyWeapon->ProjectileType != NULL)
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{
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if (actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_EXPLOSIVE)
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{
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//Special rules for RL
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an = FireRox (actor, enemy, cmd);
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if(an)
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{
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actor->player->angle = an;
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//have to be somewhat precise. to avoid suicide.
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if (abs (actor->player->angle - actor->angle) < 12*ANGLE_1)
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{
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actor->player->t_rocket = 9;
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no_fire = false;
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}
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}
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}
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// prediction aiming
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shootmissile:
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dist = P_AproxDistance (actor->x - enemy->x, actor->y - enemy->y);
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m = dist / GetDefaultByType (actor->player->ReadyWeapon->ProjectileType)->Speed;
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SetBodyAt (enemy->x + enemy->momx*m*2, enemy->y + enemy->momy*m*2, enemy->z, 1);
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actor->player->angle = R_PointToAngle2 (actor->x, actor->y, body1->x, body1->y);
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if (Check_LOS (actor, enemy, SHOOTFOV))
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no_fire = false;
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}
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else
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{
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//Other weapons, mostly instant hit stuff.
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actor->player->angle = R_PointToAngle2 (actor->x, actor->y, enemy->x, enemy->y);
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aiming_penalty = 0;
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if (enemy->flags & MF_SHADOW)
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aiming_penalty += (pr_botdofire()%25)+10;
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if (enemy->Sector->lightlevel<WHATS_DARK/* && !(actor->player->powers & PW_INFRARED)*/)
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aiming_penalty += pr_botdofire()%40;//Dark
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if (actor->player->damagecount)
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aiming_penalty += actor->player->damagecount; //Blood in face makes it hard to aim
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aiming_value = actor->player->skill.aiming - aiming_penalty;
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if (aiming_value <= 0)
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aiming_value = 1;
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m = ((SHOOTFOV/2)-(aiming_value*SHOOTFOV/200)); //Higher skill is more accurate
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if (m <= 0)
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m = 1; //Prevents lock.
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if (m)
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{
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if (inc[actor->id])
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actor->player->angle += m;
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else
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actor->player->angle -= m;
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}
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if (abs (actor->player->angle - actor->angle) < 4*ANGLE_1)
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{
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inc[actor->id] = !inc[actor->id];
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}
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if (Check_LOS (actor, enemy, (SHOOTFOV/2)))
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no_fire = false;
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}
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if (!no_fire) //If going to fire weapon
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{
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cmd->ucmd.buttons |= BT_ATTACK;
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}
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//Prevents bot from jerking, when firing automatic things with low skill.
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//actor->angle = R_PointToAngle2(actor->x, actor->y, actor->player->enemy->x, actor->player->enemy->y);
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}
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//This function is called every
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//tick (for each bot) to set
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//the mate (teammate coop mate).
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AActor *DCajunMaster::Choose_Mate (AActor *bot)
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{
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int count;
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int count2;
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fixed_t closest_dist, test;
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AActor *target;
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AActor *observer;
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bool p_leader[MAXPLAYERS];
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//is mate alive?
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if (bot->player->mate)
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{
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if (bot->player->mate->health <= 0)
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bot->player->mate = NULL;
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else
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bot->player->last_mate = bot->player->mate;
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}
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if (bot->player->mate) //Still is..
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return bot->player->mate;
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//Check old_mates status.
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if (bot->player->last_mate)
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if (bot->player->last_mate->health <= 0)
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bot->player->last_mate = NULL;
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for (count = 0; count < MAXPLAYERS; count++)
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{
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if (!playeringame[count])
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continue;
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p_leader[count] = false;
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for (count2 = 0; count2 < MAXPLAYERS; count2++)
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{
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if (players[count].isbot
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&& players[count2].mate == players[count].mo)
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{
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p_leader[count] = true;
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break;
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}
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}
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}
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target = NULL;
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closest_dist = FIXED_MAX;
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if (bot_observer)
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observer = players[consoleplayer].mo;
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else
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observer = NULL;
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//Check for player friends
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for (count = 0; count < MAXPLAYERS; count++)
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{
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player_t *client = &players[count];
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if (playeringame[count]
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&& client->mo
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&& bot != client->mo
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&& (bot->IsTeammate (client->mo) || !deathmatch)
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&& client->mo->health > 0
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&& client->mo != observer
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&& ((bot->health/2) <= client->mo->health || !deathmatch)
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&& !p_leader[count]) //taken?
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{
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if (P_CheckSight (bot, client->mo, 1))
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{
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test = P_AproxDistance (client->mo->x - bot->x,
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client->mo->y - bot->y);
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if (test < closest_dist)
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{
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closest_dist = test;
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target = client->mo;
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}
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}
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}
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}
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/*
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//Make a introducing to mate.
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if(target && target!=bot->player->last_mate)
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{
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if((P_Random()%(200*bglobal.botnum))<3)
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{
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bot->player->chat = c_teamup;
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if(target->bot)
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strcpy(bot->player->c_target, botsingame[target->bot_id]);
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else if(target->player)
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strcpy(bot->player->c_target, player_names[target->play_id]);
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}
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}
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*/
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return target;
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}
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//MAKEME: Make this a smart decision
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AActor *DCajunMaster::Find_enemy (AActor *bot)
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{
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int count;
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fixed_t closest_dist, temp; //To target.
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AActor *target;
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angle_t vangle;
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AActor *observer;
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if (!deathmatch)
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{ // [RH] Take advantage of the Heretic/Hexen code to be a little smarter
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return P_RoughMonsterSearch (bot, 20);
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}
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//Note: It's hard to ambush a bot who is not alone
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if (bot->player->allround || bot->player->mate)
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vangle = ANGLE_MAX;
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else
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vangle = ENEMY_SCAN_FOV;
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bot->player->allround = false;
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target = NULL;
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closest_dist = FIXED_MAX;
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if (bot_observer)
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observer = players[consoleplayer].mo;
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else
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observer = NULL;
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for (count = 0; count < MAXPLAYERS; count++)
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{
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player_t *client = &players[count];
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if (playeringame[count]
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&& !bot->IsTeammate (client->mo)
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&& client->mo != observer
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&& client->mo->health > 0
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&& bot != client->mo)
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{
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if (Check_LOS (bot, client->mo, vangle)) //Here's a strange one, when bot is standing still, the P_CheckSight within Check_LOS almost always returns false. tought it should be the same checksight as below but.. (below works) something must be fuckin wierd screded up.
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//if(P_CheckSight( bot, players[count].mo))
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{
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temp = P_AproxDistance (client->mo->x - bot->x,
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client->mo->y - bot->y);
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//Too dark?
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if (temp > DARK_DIST &&
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client->mo->Sector->lightlevel < WHATS_DARK &&
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bot->player->Powers & PW_INFRARED)
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continue;
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if (temp < closest_dist)
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{
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closest_dist = temp;
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target = client->mo;
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}
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}
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}
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}
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return target;
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}
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class ACajunBodyNode : public AActor
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{
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DECLARE_STATELESS_ACTOR (ACajunBodyNode, AActor)
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};
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IMPLEMENT_STATELESS_ACTOR (ACajunBodyNode, Any, -1, 0)
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PROP_Flags (MF_NOSECTOR | MF_NOGRAVITY)
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PROP_RenderFlags (RF_INVISIBLE)
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END_DEFAULTS
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//Creates a temporary mobj (invisible) at the given location.
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void DCajunMaster::SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum)
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{
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if (hostnum == 1)
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{
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if (body1)
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body1->SetOrigin (x, y, z);
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else
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body1 = Spawn<ACajunBodyNode> (x, y, z);
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}
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else if (hostnum == 2)
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{
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if (body2)
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body2->SetOrigin (x, y, z);
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else
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body2 = Spawn<ACajunBodyNode> (x, y, z);
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}
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}
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//------------------------------------------
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// FireRox()
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//
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//Returns NULL if shouldn't fire
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//else an angle (in degrees) are given
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//This function assumes actor->player->angle
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//has been set an is the main aiming angle.
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class ACajunTrace : public AActor
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{
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DECLARE_STATELESS_ACTOR (ACajunTrace, AActor)
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};
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IMPLEMENT_STATELESS_ACTOR (ACajunTrace, Any, -1, 0)
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PROP_SpeedFixed (12)
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PROP_RadiusFixed (6)
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PROP_HeightFixed (8)
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PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF|MF_MISSILE|MF_NOGRAVITY)
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PROP_Flags2 (MF2_NOTELEPORT)
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END_DEFAULTS
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//Emulates missile travel. Returns distance travelled.
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fixed_t DCajunMaster::FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd)
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{
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AActor *th = Spawn<ACajunTrace> (source->x, source->y, source->z + 4*8*FRACUNIT);
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th->target = source; // where it came from
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vec3_t velocity;
|
|
float speed = (float)th->Speed;
|
|
|
|
velocity[0] = FIXED2FLOAT(dest->x - source->x);
|
|
velocity[1] = FIXED2FLOAT(dest->y - source->y);
|
|
velocity[2] = FIXED2FLOAT(dest->z - source->z);
|
|
VectorNormalize (velocity);
|
|
th->momx = FLOAT2FIXED(velocity[0] * speed);
|
|
th->momy = FLOAT2FIXED(velocity[1] * speed);
|
|
th->momz = FLOAT2FIXED(velocity[2] * speed);
|
|
|
|
fixed_t dist = 0;
|
|
|
|
while (dist < SAFE_SELF_MISDIST)
|
|
{
|
|
dist += th->Speed;
|
|
th->SetOrigin (th->x + th->momx, th->y + th->momy, th->z + th->momz);
|
|
if (!CleanAhead (th, th->x, th->y, cmd))
|
|
break;
|
|
}
|
|
th->Destroy ();
|
|
return dist;
|
|
}
|
|
|
|
angle_t DCajunMaster::FireRox (AActor *bot, AActor *enemy, ticcmd_t *cmd)
|
|
{
|
|
fixed_t dist;
|
|
angle_t ang;
|
|
AActor *actor;
|
|
int m;
|
|
|
|
SetBodyAt (bot->x + FixedMul(bot->momx, 5*FRACUNIT),
|
|
bot->y + FixedMul(bot->momy, 5*FRACUNIT),
|
|
bot->z + (bot->height / 2), 2);
|
|
|
|
actor = bglobal.body2;
|
|
|
|
dist = P_AproxDistance (actor->x-enemy->x, actor->y-enemy->y);
|
|
if (dist < SAFE_SELF_MISDIST)
|
|
return 0;
|
|
//Predict.
|
|
m = (((dist+1)/FRACUNIT) / GetDefault<ARocket>()->Speed);
|
|
|
|
SetBodyAt (enemy->x + FixedMul (enemy->momx, (m+2*FRACUNIT)),
|
|
enemy->y + FixedMul(enemy->momy, (m+2*FRACUNIT)), ONFLOORZ, 1);
|
|
dist = P_AproxDistance(actor->x-bglobal.body1->x, actor->y-bglobal.body1->y);
|
|
//try the predicted location
|
|
if (P_CheckSight (actor, bglobal.body1, 1)) //See the predicted location, so give a test missile
|
|
{
|
|
if (SafeCheckPosition (bot, actor->x, actor->y))
|
|
{
|
|
if (FakeFire (actor, bglobal.body1, cmd) >= SAFE_SELF_MISDIST)
|
|
{
|
|
ang = R_PointToAngle2 (actor->x, actor->y, bglobal.body1->x, bglobal.body1->y);
|
|
return ang;
|
|
}
|
|
}
|
|
}
|
|
//Try fire straight.
|
|
if (P_CheckSight (actor, enemy, 0))
|
|
{
|
|
if (FakeFire (bot, enemy, cmd) >= SAFE_SELF_MISDIST)
|
|
{
|
|
ang = R_PointToAngle2(bot->x, bot->y, enemy->x, enemy->y);
|
|
return ang;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
// [RH] We absolutely do not want to pick things up here. The bot code is
|
|
// executed apart from all the other simulation code, so we don't want it
|
|
// creating side-effects during gameplay.
|
|
bool DCajunMaster::SafeCheckPosition (AActor *actor, fixed_t x, fixed_t y)
|
|
{
|
|
int savedFlags = actor->flags;
|
|
actor->flags &= ~MF_PICKUP;
|
|
bool res = P_CheckPosition (actor, x, y) ? true : false;
|
|
actor->flags = savedFlags;
|
|
return res;
|
|
}
|