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