gzdoom-gles/src/b_think.cpp
Randy Heit 776d89428d - Changed D3DFB to explicitly request double buffering instead of assuming
that the drivers will treat a BackBufferCount of 0 as a request for
  double buffering.
- Fixed: Unsetting a cvar did not remove it from the list of tab
  completions.
- Added "" as a synonym for "nullimage" in SBARINFO.
- Fixed: MAKESAVESIG's stringifier in version.h did not work as expected.
  It stringified the passed macro name, not the value of the macro.
- Moved DCajunMaster off the DObject hierarchy.
- Changed DCajunMaster::getspawned into a TArray of FStrings. It was
  mysteriously being left pointing to uninitialized memory during the
  final GC at exit and crashing.
- Fixed: The code that removed hexdd.wad from the list of IWADs when
  hexen.wad was not present did not work.


SVN r861 (trunk)
2008-03-28 00:38:17 +00:00

408 lines
12 KiB
C++

/********************************
* B_Think.c *
* Description: *
* Functions for the different *
* states that the bot *
* uses. These functions are *
* the main AI *
* *
*********************************/
#include "doomdef.h"
#include "doomstat.h"
#include "p_local.h"
#include "b_bot.h"
#include "g_game.h"
#include "m_random.h"
#include "r_main.h"
#include "stats.h"
#include "a_pickups.h"
#include "statnums.h"
static FRandom pr_botmove ("BotMove");
//This function is called each tic for each bot,
//so this is what the bot does.
void FCajunMaster::Think (AActor *actor, ticcmd_t *cmd)
{
memset (cmd, 0, sizeof(*cmd));
if (actor->player->enemy && actor->player->enemy->health <= 0)
actor->player->enemy = NULL;
if (actor->health > 0) //Still alive
{
if (teamplay || !deathmatch)
actor->player->mate = Choose_Mate (actor);
angle_t oldyaw = actor->angle;
int oldpitch = actor->pitch;
Set_enemy (actor);
ThinkForMove (actor, cmd);
TurnToAng (actor);
cmd->ucmd.yaw = (short)((actor->angle - oldyaw) >> 16) / ticdup;
cmd->ucmd.pitch = (short)((oldpitch - actor->pitch) >> 16);
if (cmd->ucmd.pitch == -32768)
cmd->ucmd.pitch = -32767;
cmd->ucmd.pitch /= ticdup;
actor->angle = oldyaw + (cmd->ucmd.yaw << 16) * ticdup;
actor->pitch = oldpitch - (cmd->ucmd.pitch << 16) * ticdup;
}
if (actor->player->t_active) actor->player->t_active--;
if (actor->player->t_strafe) actor->player->t_strafe--;
if (actor->player->t_react) actor->player->t_react--;
if (actor->player->t_fight) actor->player->t_fight--;
if (actor->player->t_rocket) actor->player->t_rocket--;
if (actor->player->t_roam) actor->player->t_roam--;
//Respawn ticker
if (actor->player->t_respawn)
{
actor->player->t_respawn--;
}
else if (actor->health <= 0)
{ // Time to respawn
cmd->ucmd.buttons |= BT_USE;
}
}
//how the bot moves.
//MAIN movement function.
void FCajunMaster::ThinkForMove (AActor *actor, ticcmd_t *cmd)
{
player_t *b;
fixed_t dist;
bool stuck;
int r;
b = actor->player;
if (!b->isbot)
return;
stuck = false;
dist = b->dest ? P_AproxDistance(actor->x-b->dest->x, actor->y-b->dest->y) : 0;
if (b->missile &&
((!b->missile->momx || !b->missile->momy) || !Check_LOS(actor, b->missile, SHOOTFOV*3/2)))
{
b->sleft = !b->sleft;
b->missile = NULL; //Probably ended its travel.
}
if (actor->pitch > 0)
actor->pitch -= 80;
else if (actor->pitch <= -60)
actor->pitch += 80;
//HOW TO MOVE:
if (b->missile && (P_AproxDistance(actor->x-b->missile->x, actor->y-b->missile->y)<AVOID_DIST)) //try avoid missile got from P_Mobj.c thinking part.
{
Pitch (actor, b->missile);
actor->player->angle = R_PointToAngle2(actor->x, actor->y, b->missile->x, b->missile->y);
cmd->ucmd.sidemove = b->sleft ? -SIDERUN : SIDERUN;
cmd->ucmd.forwardmove = -FORWARDRUN; //Back IS best.
if ((P_AproxDistance(actor->x-b->oldx, actor->y-b->oldy)<50000)
&& b->t_strafe<=0)
{
b->t_strafe = 5;
b->sleft = !b->sleft;
}
//If able to see enemy while avoiding missile, still fire at enemy.
if (b->enemy && Check_LOS (actor, b->enemy, SHOOTFOV))
Dofire (actor, cmd); //Order bot to fire current weapon
}
else if (b->enemy && P_CheckSight (actor, b->enemy, 0)) //Fight!
{
Pitch (actor, b->enemy);
//Check if it's more important to get an item than fight.
if (b->dest && (b->dest->flags&MF_SPECIAL)) //Must be an item, that is close enough.
{
#define is(x) b->dest->IsKindOf (PClass::FindClass (#x))
if (
(
(actor->health < b->skill.isp &&
(is (Medikit) ||
is (Stimpack) ||
is (Soulsphere) ||
is (Megasphere) ||
is (CrystalVial)
)
) || (
is (Invulnerability) ||
is (Invisibility) ||
is (Megasphere)
) ||
dist < (GETINCOMBAT/4) ||
(b->ReadyWeapon == NULL || b->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON)
)
&& (dist < GETINCOMBAT || (b->ReadyWeapon == NULL || b->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON))
&& Reachable (actor, b->dest))
#undef is
{
goto roam; //Pick it up, no matter the situation. All bonuses are nice close up.
}
}
b->dest = NULL; //To let bot turn right
if (b->ReadyWeapon != NULL && !(b->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON))
actor->flags &= ~MF_DROPOFF; //Don't jump off any ledges when fighting.
if (!(b->enemy->flags3 & MF3_ISMONSTER))
b->t_fight = AFTERTICS;
if (b->t_strafe <= 0 &&
(P_AproxDistance(actor->x-b->oldx, actor->y-b->oldy)<50000
|| ((pr_botmove()%30)==10))
)
{
stuck = true;
b->t_strafe = 5;
b->sleft = !b->sleft;
}
b->angle = R_PointToAngle2(actor->x, actor->y, b->enemy->x, b->enemy->y);
if (b->ReadyWeapon == NULL ||
P_AproxDistance(actor->x-b->enemy->x, actor->y-b->enemy->y) >
b->ReadyWeapon->MoveCombatDist)
{
// If a monster, use lower speed (just for cooler apperance while strafing down doomed monster)
cmd->ucmd.forwardmove = (b->enemy->flags3 & MF3_ISMONSTER) ? FORWARDWALK : FORWARDRUN;
}
else if (!stuck) //Too close, so move away.
{
// If a monster, use lower speed (just for cooler apperance while strafing down doomed monster)
cmd->ucmd.forwardmove = (b->enemy->flags3 & MF3_ISMONSTER) ? -FORWARDWALK : -FORWARDRUN;
}
//Strafing.
if (b->enemy->flags3 & MF3_ISMONSTER) //It's just a monster so take it down cool.
{
cmd->ucmd.sidemove = b->sleft ? -SIDEWALK : SIDEWALK;
}
else
{
cmd->ucmd.sidemove = b->sleft ? -SIDERUN : SIDERUN;
}
Dofire (actor, cmd); //Order bot to fire current weapon
}
else if (b->mate && !b->enemy && (!b->dest || b->dest==b->mate)) //Follow mate move.
{
fixed_t matedist;
Pitch (actor, b->mate);
if (!Reachable (actor, b->mate))
{
if (b->mate == b->dest && pr_botmove.Random() < 32)
{ // [RH] If the mate is the dest, pick a new dest sometimes
b->dest = NULL;
}
goto roam;
}
actor->player->angle = R_PointToAngle2(actor->x, actor->y, b->mate->x, b->mate->y);
matedist = P_AproxDistance(actor->x - b->mate->x, actor->y - b->mate->y);
if (matedist > (FRIEND_DIST*2))
cmd->ucmd.forwardmove = FORWARDRUN;
else if (matedist > FRIEND_DIST)
cmd->ucmd.forwardmove = FORWARDWALK; //Walk, when starting to get close.
else if (matedist < FRIEND_DIST-(FRIEND_DIST/3)) //Got too close, so move away.
cmd->ucmd.forwardmove = -FORWARDWALK;
}
else //Roam after something.
{
b->first_shot = true;
/////
roam:
/////
if (b->enemy && Check_LOS (actor, b->enemy, SHOOTFOV*3/2)) //If able to see enemy while avoiding missile , still fire at it.
Dofire (actor, cmd); //Order bot to fire current weapon
if (b->dest && !(b->dest->flags&MF_SPECIAL) && b->dest->health < 0)
{ //Roaming after something dead.
b->dest = NULL;
}
if (b->dest == NULL)
{
if (b->t_fight && b->enemy) //Enemy/bot has jumped around corner. So what to do?
{
if (b->enemy->player)
{
if (((b->enemy->player->ReadyWeapon != NULL && b->enemy->player->ReadyWeapon->WeaponFlags & WIF_BOT_EXPLOSIVE) ||
(pr_botmove()%100)>b->skill.isp) && b->ReadyWeapon != NULL && !(b->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON))
b->dest = b->enemy;//Dont let enemy kill the bot by supressive fire. So charge enemy.
else //hide while b->t_fight, but keep view at enemy.
b->angle = R_PointToAngle2(actor->x, actor->y, b->enemy->x, b->enemy->y);
} //Just a monster, so kill it.
else
b->dest = b->enemy;
//VerifFavoritWeapon(actor->player); //Dont know why here.., but it must be here, i know the reason, but not why at this spot, uh.
}
else //Choose a distant target. to get things going.
{
r = pr_botmove();
if (r < 128)
{
TThinkerIterator<AInventory> it (STAT_INVENTORY, firstthing);
AInventory *item = it.Next();
if (item != NULL || (item = it.Next()) != NULL)
{
r &= 63; // Only scan up to 64 entries at a time
while (r)
{
--r;
item = it.Next();
}
if (item == NULL)
{
item = it.Next();
}
firstthing = item;
b->dest = item;
}
}
else if (b->mate && (r < 179 || P_CheckSight(actor, b->mate)))
{
b->dest = b->mate;
}
else if ((playeringame[(r&(MAXPLAYERS-1))]) && players[(r&(MAXPLAYERS-1))].mo->health > 0)
{
b->dest = players[(r&(MAXPLAYERS-1))].mo;
}
}
if (b->dest)
{
b->t_roam = MAXROAM;
}
}
if (b->dest)
{ //Bot has a target so roam after it.
Roam (actor, cmd);
}
} //End of movement main part.
if (!b->t_roam && b->dest)
{
b->prev = b->dest;
b->dest = NULL;
}
if (b->t_fight<(AFTERTICS/2))
actor->flags |= MF_DROPOFF;
b->oldx = actor->x;
b->oldy = actor->y;
}
//BOT_WhatToGet
//
//Determines if the bot will roam after an item or not.
void FCajunMaster::WhatToGet (AActor *actor, AActor *item)
{
player_t *b = actor->player;
if (b == NULL)
{
return;
}
#define typeis(x) item->IsKindOf (PClass::FindClass (#x))
if ((item->renderflags & RF_INVISIBLE) //Under respawn and away.
|| item == b->prev)
{
return;
}
int weapgiveammo = (alwaysapplydmflags || deathmatch) && !(dmflags & DF_WEAPONS_STAY);
//if(pos && !bglobal.thingvis[pos->id][item->id]) continue;
// if (item->IsKindOf (RUNTIME_CLASS(AArtifact)))
// return; // don't know how to use artifacts
if (item->IsKindOf (RUNTIME_CLASS(AWeapon)))
{
// FIXME
AWeapon *heldWeapon;
heldWeapon = static_cast<AWeapon *> (b->mo->FindInventory (item->GetClass()));
if (heldWeapon != NULL)
{
if (!weapgiveammo)
return;
if ((heldWeapon->Ammo1 == NULL || heldWeapon->Ammo1->Amount >= heldWeapon->Ammo1->MaxAmount) &&
(heldWeapon->Ammo2 == NULL || heldWeapon->Ammo2->Amount >= heldWeapon->Ammo2->MaxAmount))
{
return;
}
}
}
else if (item->IsKindOf (RUNTIME_CLASS(AAmmo)))
{
AAmmo *ammo = static_cast<AAmmo *> (item);
const PClass *parent = ammo->GetParentAmmo ();
AInventory *holdingammo = b->mo->FindInventory (parent);
if (holdingammo != NULL && holdingammo->Amount >= holdingammo->MaxAmount)
{
return;
}
}
else if ((typeis (Megasphere) || typeis (Soulsphere) || typeis (HealthBonus)) && actor->health >= deh.MaxSoulsphere)
return;
else if (item->IsKindOf (RUNTIME_CLASS(AHealth)) && actor->health >= deh.MaxHealth /*MAXHEALTH*/)
return;
if ((b->dest == NULL ||
!(b->dest->flags & MF_SPECIAL)/* ||
!Reachable (actor, b->dest)*/)/* &&
Reachable (actor, item)*/) // Calling Reachable slows this down tremendously
{
b->prev = b->dest;
b->dest = item;
b->t_roam = MAXROAM;
}
}
void FCajunMaster::Set_enemy (AActor *actor)
{
AActor *oldenemy;
AActor **enemy = &actor->player->enemy;
if (*enemy
&& (*enemy)->health > 0
&& P_CheckSight (actor, *enemy))
{
oldenemy = *enemy;
}
else
{
oldenemy = NULL;
}
// [RH] Don't even bother looking for a different enemy if this is not deathmatch
// and we already have an existing enemy.
if (deathmatch || !*enemy)
{
actor->player->allround = !!*enemy;
*enemy = NULL;
*enemy = Find_enemy(actor);
if (!*enemy)
*enemy = oldenemy; //Try go for last (it will be NULL if there wasn't anyone)
}
//Verify that that enemy is really something alive that bot can kill.
if (*enemy && (((*enemy)->health < 0 || !((*enemy)->flags&MF_SHOOTABLE)) || actor->IsFriend(*enemy)))
*enemy = NULL;
}