gzdoom/src/b_func.cpp
Christoph Oelckers 651817fad7 - made AActor::velx/y/z and player_t::velx/y fixedvec's.
(This commit is 95% search & replace with only a few places where velz was used as a local variable changed.)
2016-03-12 14:11:43 +01:00

571 lines
14 KiB
C++

/*******************************
* B_spawn.c *
* Description: *
* various procedures that the *
* bot need to work *
*******************************/
#include <stdlib.h>
#include "doomtype.h"
#include "doomdef.h"
#include "doomstat.h"
#include "p_local.h"
#include "p_maputl.h"
#include "b_bot.h"
#include "g_game.h"
#include "m_random.h"
#include "r_sky.h"
#include "st_stuff.h"
#include "stats.h"
#include "i_system.h"
#include "s_sound.h"
#include "d_event.h"
#include "d_player.h"
#include "p_spec.h"
#include "p_checkposition.h"
static FRandom pr_botdofire ("BotDoFire");
//Checks TRUE reachability from bot to a looker.
bool DBot::Reachable (AActor *rtarget)
{
if (player->mo == rtarget)
return false;
if ((rtarget->Sector->ceilingplane.ZatPoint (rtarget) -
rtarget->Sector->floorplane.ZatPoint (rtarget))
< player->mo->height) //Where rtarget is, player->mo can't be.
return false;
sector_t *last_s = player->mo->Sector;
fixed_t last_z = last_s->floorplane.ZatPoint (player->mo);
fixed_t estimated_dist = player->mo->AproxDistance(rtarget);
bool reachable = true;
FPathTraverse it(player->mo->X()+player->mo->vel.x, player->mo->Y()+player->mo->vel.y, rtarget->X(), rtarget->Y(), PT_ADDLINES|PT_ADDTHINGS);
intercept_t *in;
while ((in = it.Next()))
{
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 = it.Trace().x + FixedMul (player->mo->vel.x, frac);
hity = it.Trace().y + FixedMul (player->mo->vel.y, frac);
if (in->isaline)
{
line = in->d.line;
if (!(line->flags & ML_TWOSIDED) || (line->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING|ML_BLOCK_PLAYERS)))
{
return 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) >= player->mo->height))) //Does it fit?
{
last_z = floorheight;
last_s = s;
continue;
}
else
{
return false;
}
}
}
if (dist > estimated_dist)
{
return true;
}
thing = in->d.thing;
if (thing == player->mo) //Can't reach self in this case.
continue;
if (thing == rtarget && (rtarget->Sector->floorplane.ZatPoint (rtarget) <= (last_z+MAXMOVEHEIGHT)))
{
return true;
}
reachable = false;
}
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 DBot::Check_LOS (AActor *to, angle_t vangle)
{
if (!P_CheckSight (player->mo, to, SF_SEEPASTBLOCKEVERYTHING))
return false; // out of sight
if (vangle == ANGLE_MAX)
return true;
if (vangle == 0)
return false; //Looker seems to be blind.
return absangle(player->mo->AngleTo(to) - player->mo->angle) <= vangle/2;
}
//-------------------------------------
//Bot_Dofire()
//-------------------------------------
//The bot will check if it's time to fire
//and do so if that is the case.
void DBot::Dofire (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;
if (!enemy || !(enemy->flags & MF_SHOOTABLE) || enemy->health <= 0)
return;
if (player->ReadyWeapon == NULL)
return;
if (player->damagecount > skill.isp)
{
first_shot = true;
return;
}
//Reaction skill thing.
if (first_shot &&
!(player->ReadyWeapon->WeaponFlags & WIF_BOT_REACTION_SKILL_THING))
{
t_react = (100-skill.reaction+1)/((pr_botdofire()%3)+3);
}
first_shot = false;
if (t_react)
return;
//MAKEME: Decrease the rocket suicides even more.
no_fire = true;
//Distance to enemy.
dist = player->mo->AproxDistance(enemy, player->mo->vel.x - enemy->vel.x, player->mo->vel.y - enemy->vel.y);
//FIRE EACH TYPE OF WEAPON DIFFERENT: Here should all the different weapons go.
if (player->ReadyWeapon->WeaponFlags & WIF_MELEEWEAPON)
{
if ((player->ReadyWeapon->ProjectileType != NULL))
{
if (player->ReadyWeapon->CheckAmmo (AWeapon::PrimaryFire, false, true))
{
// This weapon can fire a projectile and has enough ammo to do so
goto shootmissile;
}
else if (!(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 (player->ReadyWeapon->WeaponFlags & WIF_BOT_BFG)
{
//MAKEME: This should be smarter.
if ((pr_botdofire()%200)<=skill.reaction)
if(Check_LOS(enemy, SHOOTFOV))
no_fire = false;
}
else if (player->ReadyWeapon->ProjectileType != NULL)
{
if (player->ReadyWeapon->WeaponFlags & WIF_BOT_EXPLOSIVE)
{
//Special rules for RL
an = FireRox (enemy, cmd);
if(an)
{
angle = an;
//have to be somewhat precise. to avoid suicide.
if (absangle(angle - player->mo->angle) < 12*ANGLE_1)
{
t_rocket = 9;
no_fire = false;
}
}
}
// prediction aiming
shootmissile:
dist = player->mo->AproxDistance (enemy);
m = dist / GetDefaultByType (player->ReadyWeapon->ProjectileType)->Speed;
bglobal.SetBodyAt (enemy->X() + enemy->vel.x*m*2, enemy->Y() + enemy->vel.y*m*2, enemy->Z(), 1);
angle = player->mo->AngleTo(bglobal.body1);
if (Check_LOS (enemy, SHOOTFOV))
no_fire = false;
}
else
{
//Other weapons, mostly instant hit stuff.
angle = player->mo->AngleTo(enemy);
aiming_penalty = 0;
if (enemy->flags & MF_SHADOW)
aiming_penalty += (pr_botdofire()%25)+10;
if (enemy->Sector->lightlevel<WHATS_DARK/* && !(player->powers & PW_INFRARED)*/)
aiming_penalty += pr_botdofire()%40;//Dark
if (player->damagecount)
aiming_penalty += player->damagecount; //Blood in face makes it hard to aim
aiming_value = 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 (increase)
angle += m;
else
angle -= m;
}
if (absangle(angle - player->mo->angle) < 4*ANGLE_1)
{
increase = !increase;
}
if (Check_LOS (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.
}
bool FCajunMaster::IsLeader (player_t *player)
{
for (int count = 0; count < MAXPLAYERS; count++)
{
if (players[count].Bot != NULL
&& players[count].Bot->mate == player->mo)
{
return true;
}
}
return false;
}
//This function is called every
//tick (for each bot) to set
//the mate (teammate coop mate).
AActor *DBot::Choose_Mate ()
{
int count;
fixed_t closest_dist, test;
AActor *target;
AActor *observer;
//is mate alive?
if (mate)
{
if (mate->health <= 0)
mate = NULL;
else
last_mate = mate;
}
if (mate) //Still is..
return mate;
//Check old_mates status.
if (last_mate)
if (last_mate->health <= 0)
last_mate = NULL;
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
&& player->mo != client->mo
&& (player->mo->IsTeammate (client->mo) || !deathmatch)
&& client->mo->health > 0
&& client->mo != observer
&& ((player->mo->health/2) <= client->mo->health || !deathmatch)
&& !bglobal.IsLeader(client)) //taken?
{
if (P_CheckSight (player->mo, client->mo, SF_IGNOREVISIBILITY))
{
test = client->mo->AproxDistance(player->mo);
if (test < closest_dist)
{
closest_dist = test;
target = client->mo;
}
}
}
}
/*
//Make a introducing to mate.
if(target && target!=last_mate)
{
if((P_Random()%(200*bglobal.botnum))<3)
{
chat = c_teamup;
if(target->bot)
strcpy(c_target, botsingame[target->bot_id]);
else if(target->player)
strcpy(c_target, player_names[target->play_id]);
}
}
*/
return target;
}
//MAKEME: Make this a smart decision
AActor *DBot::Find_enemy ()
{
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 (player->mo, 20);
}
//Note: It's hard to ambush a bot who is not alone
if (allround || mate)
vangle = ANGLE_MAX;
else
vangle = ENEMY_SCAN_FOV;
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]
&& !player->mo->IsTeammate (client->mo)
&& client->mo != observer
&& client->mo->health > 0
&& player->mo != client->mo)
{
if (Check_LOS (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(player->mo, players[count].mo))
{
temp = client->mo->AproxDistance(player->mo);
//Too dark?
if (temp > DARK_DIST &&
client->mo->Sector->lightlevel < WHATS_DARK /*&&
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 FCajunMaster::SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum)
{
if (hostnum == 1)
{
if (body1)
{
body1->SetOrigin (x, y, z, false);
}
else
{
body1 = Spawn ("CajunBodyNode", x, y, z, NO_REPLACE);
}
}
else if (hostnum == 2)
{
if (body2)
{
body2->SetOrigin (x, y, z, false);
}
else
{
body2 = Spawn ("CajunBodyNode", x, y, z, NO_REPLACE);
}
}
}
//------------------------------------------
// 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 FCajunMaster::FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd)
{
AActor *th = Spawn ("CajunTrace", source->PosPlusZ(4*8*FRACUNIT), NO_REPLACE);
th->target = source; // where it came from
float speed = (float)th->Speed;
fixedvec3 fixvel = source->Vec3To(dest);
DVector3 velocity(fixvel.x, fixvel.y, fixvel.z);
velocity.MakeUnit();
th->vel.x = FLOAT2FIXED(velocity[0] * speed);
th->vel.y = FLOAT2FIXED(velocity[1] * speed);
th->vel.z = FLOAT2FIXED(velocity[2] * speed);
fixed_t dist = 0;
while (dist < SAFE_SELF_MISDIST)
{
dist += th->Speed;
th->Move(th->vel.x, th->vel.y, th->vel.z);
if (!CleanAhead (th, th->X(), th->Y(), cmd))
break;
}
th->Destroy ();
return dist;
}
angle_t DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
{
fixed_t dist;
angle_t ang;
AActor *actor;
int m;
bglobal.SetBodyAt (player->mo->X() + FixedMul(player->mo->vel.x, 5*FRACUNIT),
player->mo->Y() + FixedMul(player->mo->vel.y, 5*FRACUNIT),
player->mo->Z() + (player->mo->height / 2), 2);
actor = bglobal.body2;
dist = actor->AproxDistance (enemy);
if (dist < SAFE_SELF_MISDIST)
return 0;
//Predict.
m = (((dist+1)/FRACUNIT) / GetDefaultByName("Rocket")->Speed);
bglobal.SetBodyAt (enemy->X() + FixedMul(enemy->vel.x, (m+2*FRACUNIT)),
enemy->Y() + FixedMul(enemy->vel.y, (m+2*FRACUNIT)), ONFLOORZ, 1);
//try the predicted location
if (P_CheckSight (actor, bglobal.body1, SF_IGNOREVISIBILITY)) //See the predicted location, so give a test missile
{
FCheckPosition tm;
if (bglobal.SafeCheckPosition (player->mo, actor->X(), actor->Y(), tm))
{
if (bglobal.FakeFire (actor, bglobal.body1, cmd) >= SAFE_SELF_MISDIST)
{
ang = actor->AngleTo(bglobal.body1);
return ang;
}
}
}
//Try fire straight.
if (P_CheckSight (actor, enemy, 0))
{
if (bglobal.FakeFire (player->mo, enemy, cmd) >= SAFE_SELF_MISDIST)
{
ang = player->mo->AngleTo(enemy);
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 FCajunMaster::SafeCheckPosition (AActor *actor, fixed_t x, fixed_t y, FCheckPosition &tm)
{
ActorFlags savedFlags = actor->flags;
actor->flags &= ~MF_PICKUP;
bool res = P_CheckPosition (actor, x, y, tm);
actor->flags = savedFlags;
return res;
}
void FCajunMaster::StartTravel ()
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (players[i].Bot != NULL)
{
players[i].Bot->ChangeStatNum (STAT_TRAVELLING);
}
}
}
void FCajunMaster::FinishTravel ()
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (players[i].Bot != NULL)
{
players[i].Bot->ChangeStatNum (STAT_BOT);
}
}
}