mirror of
https://github.com/ZDoom/gzdoom-gles.git
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fb31db860d
were supposed to hate them. - Since I was editing the file anyway I added checks for Heretic's and Strife's damaging floor types to DCajunMaster::IsDangerous. - Added a NULL pointer check to DCajunMaster::TurnToAng because a crash log indicated that this can happen. - Fixed: Strife's energy pod contains 20 units when dropped by monsters. To achieve this I added an Ammo.DropAmount property because there are no other means to control this from inside a conversation script. SVN r151 (trunk)
389 lines
9.4 KiB
C++
389 lines
9.4 KiB
C++
/********************************
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* B_Think.c *
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* Description: *
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* Movement/Roaming code for *
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* the bot's *
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*********************************/
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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 "d_ticcmd.h"
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#include "m_random.h"
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#include "r_main.h"
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#include "i_system.h"
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#include "p_lnspec.h"
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#include "gi.h"
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#include "a_keys.h"
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enum dirtype_t
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{
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DI_EAST,
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DI_NORTHEAST,
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DI_NORTH,
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DI_NORTHWEST,
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DI_WEST,
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DI_SOUTHWEST,
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DI_SOUTH,
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DI_SOUTHEAST,
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DI_NODIR,
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NUMDIRS
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};
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static FRandom pr_botopendoor ("BotOpenDoor");
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static FRandom pr_bottrywalk ("BotTryWalk");
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static FRandom pr_botnewchasedir ("BotNewChaseDir");
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// borrow some tables from p_enemy.cpp
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extern dirtype_t opposite[9];
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extern dirtype_t diags[4];
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extern fixed_t xspeed[8];
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extern fixed_t yspeed[8];
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extern TArray<line_t *> spechit;
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//Called while the bot moves after its player->dest mobj
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//which can be a weapon/enemy/item whatever.
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void DCajunMaster::Roam (AActor *actor, ticcmd_t *cmd)
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{
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int delta;
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if (Reachable(actor, actor->player->dest))
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{ // Straight towards it.
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actor->player->angle = R_PointToAngle2(actor->x, actor->y, actor->player->dest->x, actor->player->dest->y);
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}
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else if (actor->movedir < 8) // turn towards movement direction if not there yet
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{
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actor->player->angle &= (angle_t)(7<<29);
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delta = actor->player->angle - (actor->movedir << 29);
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if (delta > 0)
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actor->player->angle -= ANG45;
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else if (delta < 0)
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actor->player->angle += ANG45;
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}
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// chase towards destination.
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if (--actor->movecount < 0 || !Move (actor, cmd))
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{
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NewChaseDir (actor, cmd);
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}
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}
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BOOL DCajunMaster::Move (AActor *actor, ticcmd_t *cmd)
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{
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fixed_t tryx, tryy;
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bool try_ok;
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BOOL good;
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if (actor->movedir == DI_NODIR)
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return false;
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if ((unsigned)actor->movedir >= 8)
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I_Error ("Weird bot movedir!");
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tryx = actor->x + 8*xspeed[actor->movedir];
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tryy = actor->y + 8*yspeed[actor->movedir];
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try_ok = CleanAhead (actor, tryx, tryy, cmd);
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if (!try_ok) //Anything blocking that could be opened etc..
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{
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if (!spechit.Size ())
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return false;
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actor->movedir = DI_NODIR;
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good = 0;
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line_t *ld;
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while (spechit.Pop (ld))
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{
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bool tryit = true;
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if (ld->special == Door_LockedRaise && !P_CheckKeys (actor, ld->args[3], false))
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tryit = false;
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else if (ld->special == Generic_Door && !P_CheckKeys (actor, ld->args[4], false))
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tryit = false;
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if (tryit &&
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(P_TestActivateLine (ld, actor, 0, SPAC_USE) ||
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P_TestActivateLine (ld, actor, 0, SPAC_PUSH)))
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{
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good |= ld == BlockingLine ? 1 : 2;
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}
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}
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if (good && ((pr_botopendoor() >= 203) ^ (good & 1)))
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{
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cmd->ucmd.buttons |= BT_USE;
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cmd->ucmd.forwardmove = FORWARDRUN;
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return true;
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}
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else
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return false;
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}
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else //Move forward.
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cmd->ucmd.forwardmove = FORWARDRUN;
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return true;
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}
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bool DCajunMaster::TryWalk (AActor *actor, ticcmd_t *cmd)
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{
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if (!Move (actor, cmd))
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return false;
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actor->movecount = pr_bottrywalk() & 60;
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return true;
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}
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void DCajunMaster::NewChaseDir (AActor *actor, ticcmd_t *cmd)
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{
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fixed_t deltax;
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fixed_t deltay;
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dirtype_t d[3];
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int tdir;
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dirtype_t olddir;
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dirtype_t turnaround;
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if (!actor->player->dest)
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{
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#ifndef BOT_RELEASE_COMPILE
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Printf ("Bot tried move without destination\n");
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#endif
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return;
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}
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olddir = (dirtype_t)actor->movedir;
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turnaround = opposite[olddir];
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deltax = actor->player->dest->x - actor->x;
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deltay = actor->player->dest->y - actor->y;
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if (deltax > 10*FRACUNIT)
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d[1] = DI_EAST;
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else if (deltax < -10*FRACUNIT)
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d[1] = DI_WEST;
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else
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d[1] = DI_NODIR;
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if (deltay < -10*FRACUNIT)
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d[2] = DI_SOUTH;
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else if (deltay > 10*FRACUNIT)
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d[2] = DI_NORTH;
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else
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d[2] = DI_NODIR;
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// try direct route
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if (d[1] != DI_NODIR && d[2] != DI_NODIR)
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{
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actor->movedir = diags[((deltay<0)<<1)+(deltax>0)];
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if (actor->movedir != turnaround && TryWalk(actor, cmd))
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return;
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}
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// try other directions
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if (pr_botnewchasedir() > 200
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|| abs(deltay)>abs(deltax))
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{
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tdir=d[1];
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d[1]=d[2];
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d[2]=(dirtype_t)tdir;
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}
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if (d[1]==turnaround)
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d[1]=DI_NODIR;
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if (d[2]==turnaround)
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d[2]=DI_NODIR;
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if (d[1]!=DI_NODIR)
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{
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actor->movedir = d[1];
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if (TryWalk (actor, cmd))
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return;
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}
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if (d[2]!=DI_NODIR)
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{
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actor->movedir = d[2];
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if (TryWalk(actor, cmd))
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return;
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}
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// there is no direct path to the player,
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// so pick another direction.
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if (olddir!=DI_NODIR)
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{
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actor->movedir = olddir;
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if (TryWalk(actor, cmd))
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return;
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}
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// randomly determine direction of search
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if (pr_botnewchasedir()&1)
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{
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for ( tdir=DI_EAST;
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tdir<=DI_SOUTHEAST;
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tdir++ )
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{
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if (tdir!=turnaround)
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{
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actor->movedir = tdir;
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if (TryWalk(actor, cmd))
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return;
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}
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}
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}
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else
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{
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for ( tdir=DI_SOUTHEAST;
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tdir != (DI_EAST-1);
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tdir-- )
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{
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if (tdir!=turnaround)
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{
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actor->movedir = tdir;
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if (TryWalk(actor, cmd))
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return;
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}
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}
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}
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if (turnaround != DI_NODIR)
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{
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actor->movedir = turnaround;
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if (TryWalk(actor, cmd))
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return;
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}
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actor->movedir = DI_NODIR; // can not move
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}
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//
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// B_CleanAhead
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// Check if a place is ok to move towards.
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// This is also a traverse function for
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// bots pre-rocket fire (preventing suicide)
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//
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bool DCajunMaster::CleanAhead (AActor *thing, fixed_t x, fixed_t y, ticcmd_t *cmd)
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{
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if (!SafeCheckPosition (thing, x, y))
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return false; // solid wall or thing
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if (!(thing->flags & MF_NOCLIP) )
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{
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fixed_t maxstep = thing->MaxStepHeight;
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if (tmceilingz - tmfloorz < thing->height)
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return false; // doesn't fit
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if (!(thing->flags&MF_MISSILE))
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{
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if(tmfloorz > (thing->Sector->floorplane.ZatPoint (x, y)+MAXMOVEHEIGHT)) //Too high wall
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return false;
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//Jumpable
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if(tmfloorz>(thing->Sector->floorplane.ZatPoint (x, y)+thing->MaxStepHeight))
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cmd->ucmd.buttons |= BT_JUMP;
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if ( !(thing->flags & MF_TELEPORT) &&
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tmceilingz - thing->z < thing->height)
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return false; // mobj must lower itself to fit
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// jump out of water
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// if((thing->eflags & (MF_UNDERWATER|MF_TOUCHWATER))==(MF_UNDERWATER|MF_TOUCHWATER))
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// maxstep=37*FRACUNIT;
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if ( !(thing->flags & MF_TELEPORT) &&
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(tmfloorz - thing->z > maxstep ) )
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return false; // too big a step up
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if ( !(thing->flags&(MF_DROPOFF|MF_FLOAT))
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&& tmfloorz - tmdropoffz > thing->MaxDropOffHeight )
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return false; // don't stand over a dropoff
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}
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}
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return true;
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}
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#define OKAYRANGE (5*ANGLE_1) //counts *2, when angle is in range, turning is not executed.
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#define MAXTURN (15*ANGLE_1) //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.
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void DCajunMaster::TurnToAng (AActor *actor)
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{
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int maxturn = MAXTURN;
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if (actor->player->ReadyWeapon != 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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if (actor->player->t_roam && !actor->player->missile)
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{ //Keep angle that where when shot where decided.
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return;
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}
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}
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if(actor->player->enemy)
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if(!actor->player->dest) //happens when running after item in combat situations, or normal, prevents weak turns
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if(actor->player->ReadyWeapon->ProjectileType == NULL && !(actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_MELEE))
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if(Check_LOS(actor, actor->player->enemy, SHOOTFOV+5*ANGLE_1))
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maxturn = 3;
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}
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int distance = actor->player->angle - actor->angle;
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if (abs (distance) < OKAYRANGE && !actor->player->enemy)
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return;
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distance /= TURNSENS;
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if (abs (distance) > maxturn)
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distance = distance < 0 ? -maxturn : maxturn;
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actor->angle += distance;
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}
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void DCajunMaster::Pitch (AActor *actor, AActor *target)
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{
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double aim;
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double diff;
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diff = target->z - actor->z;
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aim = atan (diff / (double)P_AproxDistance (actor->x - target->x, actor->y - target->y));
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actor->pitch = -(int)(aim * ANGLE_180/M_PI);
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}
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//Checks if a sector is dangerous.
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bool DCajunMaster::IsDangerous (sector_t *sec)
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{
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int special;
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return
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sec->damage
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|| sec->special & DAMAGE_MASK
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|| (special = sec->special & 0xff, special == dLight_Strobe_Hurt)
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|| special == dDamage_Hellslime
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|| special == dDamage_Nukage
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|| special == dDamage_End
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|| special == dDamage_SuperHellslime
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|| special == dDamage_LavaWimpy
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|| special == dDamage_LavaHefty
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|| special == dScroll_EastLavaDamage
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|| special == sLight_Strobe_Hurt
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|| special == Damage_InstantDeath
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|| special == sDamage_SuperHellslime;
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}
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