gzdoom/src/b_think.cpp
Christoph Oelckers 1bd6ac028b - Converted a_doomhealth.cpp to DECORATE.
- Added a PickupMessage property to the internal actor parser, replaced
  most of the virtual PickupMessages with it and placed the code that
  reads the metadata into AInventory::PickupMessage. Now the
  PickupMessage method is truly virtual and I can do:
   Added a Health.LowMessage property to define double message items like
   Doom's medikit in DECORATE.
- Since defining Mana3 as an ammo type and then overriding the TryPickup
  method means that this item defeats all ammo checks in the game it might
  as well be defined as a CustomInventory item. At least this fixes the
  amount given in easy and very hard skills.
- Converted all ammo items to DECORATE.
- Changed internal property setting of ammo types and sister weapons
  to use fuglyname as for DECORATE definitions. This allows to export
  the ammo definitions into DECORATE definitions without doing it for
  the weapons themselves.
- Replaced obituary methods with actor properties.
- Fixed: The secret map check didn't work for maps inside Zips.



SVN r196 (trunk)
2006-06-17 20:29:41 +00:00

409 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 DCajunMaster::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 DCajunMaster::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->flags & 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 DCajunMaster::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 *weapon = static_cast<AWeapon *> (item);
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 DCajunMaster::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)))
*enemy = NULL;
}