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/*******************************
* B_spawn . c *
* Description : *
* various procedures that the *
* bot need to work *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
# include <malloc.h>
# include "doomtype.h"
# include "doomdef.h"
# include "doomstat.h"
# include "p_local.h"
# include "b_bot.h"
# include "g_game.h"
# include "m_random.h"
# include "r_sky.h"
# include "r_main.h"
# include "st_stuff.h"
# include "stats.h"
# include "i_system.h"
# include "s_sound.h"
# include "vectors.h"
# include "a_doomglobal.h"
static FRandom pr_botdofire ( " BotDoFire " ) ;
//Used with Reachable().
static AActor * looker ;
static AActor * rtarget ;
static bool reachable ;
static fixed_t last_z ;
static sector_t * last_s ;
static fixed_t estimated_dist ;
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static bool PTR_Reachable ( intercept_t * in )
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{
fixed_t hitx , hity ;
fixed_t frac ;
line_t * line ;
AActor * thing ;
fixed_t dist ;
sector_t * s ;
frac = in - > frac - FixedDiv ( 4 * FRACUNIT , MAX_TRAVERSE_DIST ) ;
dist = FixedMul ( frac , MAX_TRAVERSE_DIST ) ;
hitx = trace . x + FixedMul ( looker - > momx , frac ) ;
hity = trace . y + FixedMul ( looker - > momy , frac ) ;
if ( in - > isaline )
{
line = in - > d . line ;
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if ( ! ( line - > flags & ML_TWOSIDED ) | | ( line - > flags & ( ML_BLOCKING | ML_BLOCKEVERYTHING | ML_BLOCK_PLAYERS ) ) )
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{
return ( reachable = false ) ; //Cannot continue.
}
else
{
//Determine if going to use backsector/frontsector.
s = ( line - > backsector = = last_s ) ? line - > frontsector : line - > backsector ;
fixed_t ceilingheight = s - > ceilingplane . ZatPoint ( hitx , hity ) ;
fixed_t floorheight = s - > floorplane . ZatPoint ( hitx , hity ) ;
if ( ! bglobal . IsDangerous ( s ) & & //Any nukage/lava?
( floorheight < = ( last_z + MAXMOVEHEIGHT )
& & ( ( ceilingheight = = floorheight & & line - > special )
| | ( ceilingheight - floorheight ) > = looker - > height ) ) ) //Does it fit?
{
last_z = floorheight ;
last_s = s ;
return true ;
}
else
{
return ( reachable = false ) ;
}
}
}
if ( dist > estimated_dist )
{
reachable = true ;
return false ; //Don't need to continue.
}
thing = in - > d . thing ;
if ( thing = = looker ) //Can't reach self in this case.
return true ;
if ( thing = = rtarget & & ( rtarget - > Sector - > floorplane . ZatPoint ( rtarget - > x , rtarget - > y ) < = ( last_z + MAXMOVEHEIGHT ) ) )
{
reachable = true ;
return false ;
}
reachable = false ;
return true ;
}
//Checks TRUE reachability from
//one actor to another. First mobj (actor) is looker.
bool DCajunMaster : : Reachable ( AActor * actor , AActor * target )
{
if ( actor = = target )
return false ;
if ( ( target - > Sector - > ceilingplane . ZatPoint ( target - > x , target - > y ) -
target - > Sector - > floorplane . ZatPoint ( target - > x , target - > y ) )
< actor - > height ) //Where target is, looker can't be.
return false ;
looker = actor ;
rtarget = target ;
last_s = actor - > Sector ;
last_z = last_s - > floorplane . ZatPoint ( actor - > x , actor - > y ) ;
reachable = true ;
estimated_dist = P_AproxDistance ( actor - > x - target - > x , actor - > y - target - > y ) ;
P_PathTraverse ( actor - > x + actor - > momx , actor - > y + actor - > momy , target - > x , target - > y , PT_ADDLINES | PT_ADDTHINGS , PTR_Reachable ) ;
return reachable ;
}
//doesnt check LOS, checks visibility with a set view angle.
//B_Checksight checks LOS (straight line)
//----------------------------------------------------------------------
//Check if mo1 has free line to mo2
//and if mo2 is within mo1 viewangle (vangle) given with normal degrees.
//if these conditions are true, the function returns true.
//GOOD TO KNOW is that the player's view angle
//in doom is 90 degrees infront.
bool DCajunMaster : : Check_LOS ( AActor * from , AActor * to , angle_t vangle )
{
if ( ! P_CheckSight ( from , to , 2 ) )
return false ; // out of sight
if ( vangle = = ANGLE_MAX )
return true ;
if ( vangle = = 0 )
return false ; //Looker seems to be blind.
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return ( angle_t ) abs ( R_PointToAngle2 ( from - > x , from - > y , to - > x , to - > y ) - from - > angle ) < = vangle / 2 ;
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}
//-------------------------------------
//Bot_Dofire()
//-------------------------------------
//The bot will check if it's time to fire
//and do so if that is the case.
void DCajunMaster : : Dofire ( AActor * actor , ticcmd_t * cmd )
{
bool no_fire ; //used to prevent bot from pumping rockets into nearby walls.
int aiming_penalty = 0 ; //For shooting at shading target, if screen is red, MAKEME: When screen red.
int aiming_value ; //The final aiming value.
fixed_t dist ;
angle_t an ;
int m ;
static bool inc [ MAXPLAYERS ] ;
AActor * enemy = actor - > player - > enemy ;
if ( ! enemy | | ! ( enemy - > flags & MF_SHOOTABLE ) | | enemy - > health < = 0 )
return ;
if ( actor - > player - > ReadyWeapon = = NULL )
return ;
if ( actor - > player - > damagecount > actor - > player - > skill . isp )
{
actor - > player - > first_shot = true ;
return ;
}
//Reaction skill thing.
if ( actor - > player - > first_shot & &
! ( actor - > player - > ReadyWeapon - > WeaponFlags & WIF_BOT_REACTION_SKILL_THING ) )
{
actor - > player - > t_react = ( 100 - actor - > player - > skill . reaction + 1 ) / ( ( pr_botdofire ( ) % 3 ) + 3 ) ;
}
actor - > player - > first_shot = false ;
if ( actor - > player - > t_react )
return ;
//MAKEME: Decrease the rocket suicides even more.
no_fire = true ;
//actor->player->angle = R_PointToAngle2(actor->x, actor->y, actor->player->enemy->x, actor->player->enemy->y);
//Distance to enemy.
dist = P_AproxDistance ( ( actor - > x + actor - > momx ) - ( enemy - > x + enemy - > momx ) ,
( actor - > y + actor - > momy ) - ( enemy - > y + enemy - > momy ) ) ;
//FIRE EACH TYPE OF WEAPON DIFFERENT: Here should all the different weapons go.
if ( actor - > player - > ReadyWeapon - > WeaponFlags & WIF_BOT_MELEE )
{
if ( ( actor - > player - > ReadyWeapon - > ProjectileType ! = NULL ) )
{
if ( actor - > player - > ReadyWeapon - > CheckAmmo ( AWeapon : : PrimaryFire , false , true ) )
{
// This weapon can fire a projectile and has enough ammo to do so
goto shootmissile ;
}
else if ( ! ( actor - > player - > ReadyWeapon - > WeaponFlags & WIF_AMMO_OPTIONAL ) )
{
// Ammo is required, so don't shoot. This is for weapons that shoot
// missiles that die at close range, such as the powered-up Phoneix Rod.
return ;
}
}
else
{
//*4 is for atmosphere, the chainsaws sounding and all..
no_fire = ( dist > ( MELEERANGE * 4 ) ) ;
}
}
else if ( actor - > player - > ReadyWeapon - > WeaponFlags & WIF_BOT_BFG )
{
//MAKEME: This should be smarter.
if ( ( pr_botdofire ( ) % 200 ) < = actor - > player - > skill . reaction )
if ( Check_LOS ( actor , actor - > player - > enemy , SHOOTFOV ) )
no_fire = false ;
}
else if ( actor - > player - > ReadyWeapon - > ProjectileType ! = NULL )
{
if ( actor - > player - > ReadyWeapon - > WeaponFlags & WIF_BOT_EXPLOSIVE )
{
//Special rules for RL
an = FireRox ( actor , enemy , cmd ) ;
if ( an )
{
actor - > player - > angle = an ;
//have to be somewhat precise. to avoid suicide.
if ( abs ( actor - > player - > angle - actor - > angle ) < 12 * ANGLE_1 )
{
actor - > player - > t_rocket = 9 ;
no_fire = false ;
}
}
}
// prediction aiming
shootmissile :
dist = P_AproxDistance ( actor - > x - enemy - > x , actor - > y - enemy - > y ) ;
m = dist / GetDefaultByType ( actor - > player - > ReadyWeapon - > ProjectileType ) - > Speed ;
SetBodyAt ( enemy - > x + enemy - > momx * m * 2 , enemy - > y + enemy - > momy * m * 2 , enemy - > z , 1 ) ;
actor - > player - > angle = R_PointToAngle2 ( actor - > x , actor - > y , body1 - > x , body1 - > y ) ;
if ( Check_LOS ( actor , enemy , SHOOTFOV ) )
no_fire = false ;
}
else
{
//Other weapons, mostly instant hit stuff.
actor - > player - > angle = R_PointToAngle2 ( actor - > x , actor - > y , enemy - > x , enemy - > y ) ;
aiming_penalty = 0 ;
if ( enemy - > flags & MF_SHADOW )
aiming_penalty + = ( pr_botdofire ( ) % 25 ) + 10 ;
if ( enemy - > Sector - > lightlevel < WHATS_DARK /* && !(actor->player->powers & PW_INFRARED)*/ )
aiming_penalty + = pr_botdofire ( ) % 40 ; //Dark
if ( actor - > player - > damagecount )
aiming_penalty + = actor - > player - > damagecount ; //Blood in face makes it hard to aim
aiming_value = actor - > player - > skill . aiming - aiming_penalty ;
if ( aiming_value < = 0 )
aiming_value = 1 ;
m = ( ( SHOOTFOV / 2 ) - ( aiming_value * SHOOTFOV / 200 ) ) ; //Higher skill is more accurate
if ( m < = 0 )
m = 1 ; //Prevents lock.
if ( m )
{
if ( inc [ actor - > id ] )
actor - > player - > angle + = m ;
else
actor - > player - > angle - = m ;
}
if ( abs ( actor - > player - > angle - actor - > angle ) < 4 * ANGLE_1 )
{
inc [ actor - > id ] = ! inc [ actor - > id ] ;
}
if ( Check_LOS ( actor , enemy , ( SHOOTFOV / 2 ) ) )
no_fire = false ;
}
if ( ! no_fire ) //If going to fire weapon
{
cmd - > ucmd . buttons | = BT_ATTACK ;
}
//Prevents bot from jerking, when firing automatic things with low skill.
//actor->angle = R_PointToAngle2(actor->x, actor->y, actor->player->enemy->x, actor->player->enemy->y);
}
//This function is called every
//tick (for each bot) to set
//the mate (teammate coop mate).
AActor * DCajunMaster : : Choose_Mate ( AActor * bot )
{
int count ;
int count2 ;
fixed_t closest_dist , test ;
AActor * target ;
AActor * observer ;
bool p_leader [ MAXPLAYERS ] ;
//is mate alive?
if ( bot - > player - > mate )
{
if ( bot - > player - > mate - > health < = 0 )
bot - > player - > mate = NULL ;
else
bot - > player - > last_mate = bot - > player - > mate ;
}
if ( bot - > player - > mate ) //Still is..
return bot - > player - > mate ;
//Check old_mates status.
if ( bot - > player - > last_mate )
if ( bot - > player - > last_mate - > health < = 0 )
bot - > player - > last_mate = NULL ;
for ( count = 0 ; count < MAXPLAYERS ; count + + )
{
if ( ! playeringame [ count ] )
continue ;
p_leader [ count ] = false ;
for ( count2 = 0 ; count2 < MAXPLAYERS ; count2 + + )
{
if ( players [ count ] . isbot
& & players [ count2 ] . mate = = players [ count ] . mo )
{
p_leader [ count ] = true ;
break ;
}
}
}
target = NULL ;
closest_dist = FIXED_MAX ;
if ( bot_observer )
observer = players [ consoleplayer ] . mo ;
else
observer = NULL ;
//Check for player friends
for ( count = 0 ; count < MAXPLAYERS ; count + + )
{
player_t * client = & players [ count ] ;
if ( playeringame [ count ]
& & client - > mo
& & bot ! = client - > mo
& & ( bot - > IsTeammate ( client - > mo ) | | ! deathmatch )
& & client - > mo - > health > 0
& & client - > mo ! = observer
& & ( ( bot - > health / 2 ) < = client - > mo - > health | | ! deathmatch )
& & ! p_leader [ count ] ) //taken?
{
if ( P_CheckSight ( bot , client - > mo , 1 ) )
{
test = P_AproxDistance ( client - > mo - > x - bot - > x ,
client - > mo - > y - bot - > y ) ;
if ( test < closest_dist )
{
closest_dist = test ;
target = client - > mo ;
}
}
}
}
/*
//Make a introducing to mate.
if ( target & & target ! = bot - > player - > last_mate )
{
if ( ( P_Random ( ) % ( 200 * bglobal . botnum ) ) < 3 )
{
bot - > player - > chat = c_teamup ;
if ( target - > bot )
strcpy ( bot - > player - > c_target , botsingame [ target - > bot_id ] ) ;
else if ( target - > player )
strcpy ( bot - > player - > c_target , player_names [ target - > play_id ] ) ;
}
}
*/
return target ;
}
//MAKEME: Make this a smart decision
AActor * DCajunMaster : : Find_enemy ( AActor * bot )
{
int count ;
fixed_t closest_dist , temp ; //To target.
AActor * target ;
angle_t vangle ;
AActor * observer ;
if ( ! deathmatch )
{ // [RH] Take advantage of the Heretic/Hexen code to be a little smarter
return P_RoughMonsterSearch ( bot , 20 ) ;
}
//Note: It's hard to ambush a bot who is not alone
if ( bot - > player - > allround | | bot - > player - > mate )
vangle = ANGLE_MAX ;
else
vangle = ENEMY_SCAN_FOV ;
bot - > player - > allround = false ;
target = NULL ;
closest_dist = FIXED_MAX ;
if ( bot_observer )
observer = players [ consoleplayer ] . mo ;
else
observer = NULL ;
for ( count = 0 ; count < MAXPLAYERS ; count + + )
{
player_t * client = & players [ count ] ;
if ( playeringame [ count ]
& & ! bot - > IsTeammate ( client - > mo )
& & client - > mo ! = observer
& & client - > mo - > health > 0
& & bot ! = client - > mo )
{
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.
//if(P_CheckSight( bot, players[count].mo))
{
temp = P_AproxDistance ( client - > mo - > x - bot - > x ,
client - > mo - > y - bot - > y ) ;
//Too dark?
if ( temp > DARK_DIST & &
client - > mo - > Sector - > lightlevel < WHATS_DARK & &
bot - > player - > Powers & PW_INFRARED )
continue ;
if ( temp < closest_dist )
{
closest_dist = temp ;
target = client - > mo ;
}
}
}
}
return target ;
}
//Creates a temporary mobj (invisible) at the given location.
void DCajunMaster : : SetBodyAt ( fixed_t x , fixed_t y , fixed_t z , int hostnum )
{
if ( hostnum = = 1 )
{
if ( body1 )
body1 - > SetOrigin ( x , y , z ) ;
else
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body1 = Spawn ( " CajunBodyNode " , x , y , z , NO_REPLACE ) ;
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}
else if ( hostnum = = 2 )
{
if ( body2 )
body2 - > SetOrigin ( x , y , z ) ;
else
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body2 = Spawn ( " CajunBodyNode " , x , y , z , NO_REPLACE ) ;
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}
}
//------------------------------------------
// FireRox()
//
//Returns NULL if shouldn't fire
//else an angle (in degrees) are given
//This function assumes actor->player->angle
//has been set an is the main aiming angle.
//Emulates missile travel. Returns distance travelled.
fixed_t DCajunMaster : : FakeFire ( AActor * source , AActor * dest , ticcmd_t * cmd )
{
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AActor * th = Spawn ( " CajunTrace " , source - > x , source - > y , source - > z + 4 * 8 * FRACUNIT , NO_REPLACE ) ;
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th - > target = source ; // where it came from
float speed = ( float ) th - > Speed ;
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FVector3 velocity ;
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velocity [ 0 ] = FIXED2FLOAT ( dest - > x - source - > x ) ;
velocity [ 1 ] = FIXED2FLOAT ( dest - > y - source - > y ) ;
velocity [ 2 ] = FIXED2FLOAT ( dest - > z - source - > z ) ;
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velocity . MakeUnit ( ) ;
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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 ;
}