mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-06 04:50:26 +00:00
651817fad7
(This commit is 95% search & replace with only a few places where velz was used as a local variable changed.)
571 lines
14 KiB
C++
571 lines
14 KiB
C++
/*******************************
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* B_spawn.c *
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* Description: *
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* various procedures that the *
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* bot need to work *
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*******************************/
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#include <stdlib.h>
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#include "doomtype.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "p_local.h"
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#include "p_maputl.h"
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#include "b_bot.h"
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#include "g_game.h"
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#include "m_random.h"
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#include "r_sky.h"
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#include "st_stuff.h"
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#include "stats.h"
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#include "i_system.h"
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#include "s_sound.h"
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#include "d_event.h"
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#include "d_player.h"
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#include "p_spec.h"
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#include "p_checkposition.h"
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static FRandom pr_botdofire ("BotDoFire");
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//Checks TRUE reachability from bot to a looker.
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bool DBot::Reachable (AActor *rtarget)
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{
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if (player->mo == rtarget)
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return false;
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if ((rtarget->Sector->ceilingplane.ZatPoint (rtarget) -
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rtarget->Sector->floorplane.ZatPoint (rtarget))
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< player->mo->height) //Where rtarget is, player->mo can't be.
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return false;
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sector_t *last_s = player->mo->Sector;
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fixed_t last_z = last_s->floorplane.ZatPoint (player->mo);
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fixed_t estimated_dist = player->mo->AproxDistance(rtarget);
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bool reachable = true;
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FPathTraverse it(player->mo->X()+player->mo->vel.x, player->mo->Y()+player->mo->vel.y, rtarget->X(), rtarget->Y(), PT_ADDLINES|PT_ADDTHINGS);
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intercept_t *in;
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while ((in = it.Next()))
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{
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fixed_t hitx, hity;
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fixed_t frac;
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line_t *line;
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AActor *thing;
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fixed_t dist;
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sector_t *s;
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frac = in->frac - FixedDiv (4*FRACUNIT, MAX_TRAVERSE_DIST);
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dist = FixedMul (frac, MAX_TRAVERSE_DIST);
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hitx = it.Trace().x + FixedMul (player->mo->vel.x, frac);
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hity = it.Trace().y + FixedMul (player->mo->vel.y, frac);
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if (in->isaline)
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{
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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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{
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return false; //Cannot continue.
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}
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else
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{
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//Determine if going to use backsector/frontsector.
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s = (line->backsector == last_s) ? line->frontsector : line->backsector;
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fixed_t ceilingheight = s->ceilingplane.ZatPoint (hitx, hity);
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fixed_t floorheight = s->floorplane.ZatPoint (hitx, hity);
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if (!bglobal.IsDangerous (s) && //Any nukage/lava?
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(floorheight <= (last_z+MAXMOVEHEIGHT)
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&& ((ceilingheight == floorheight && line->special)
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|| (ceilingheight - floorheight) >= player->mo->height))) //Does it fit?
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{
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last_z = floorheight;
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last_s = s;
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continue;
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}
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else
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{
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return false;
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}
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}
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}
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if (dist > estimated_dist)
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{
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return true;
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}
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thing = in->d.thing;
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if (thing == player->mo) //Can't reach self in this case.
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continue;
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if (thing == rtarget && (rtarget->Sector->floorplane.ZatPoint (rtarget) <= (last_z+MAXMOVEHEIGHT)))
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{
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return true;
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}
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reachable = false;
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}
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return reachable;
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}
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//doesnt check LOS, checks visibility with a set view angle.
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//B_Checksight checks LOS (straight line)
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//----------------------------------------------------------------------
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//Check if mo1 has free line to mo2
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//and if mo2 is within mo1 viewangle (vangle) given with normal degrees.
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//if these conditions are true, the function returns true.
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//GOOD TO KNOW is that the player's view angle
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//in doom is 90 degrees infront.
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bool DBot::Check_LOS (AActor *to, angle_t vangle)
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{
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if (!P_CheckSight (player->mo, to, SF_SEEPASTBLOCKEVERYTHING))
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return false; // out of sight
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if (vangle == ANGLE_MAX)
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return true;
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if (vangle == 0)
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return false; //Looker seems to be blind.
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return absangle(player->mo->AngleTo(to) - player->mo->angle) <= vangle/2;
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}
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//-------------------------------------
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//Bot_Dofire()
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//-------------------------------------
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//The bot will check if it's time to fire
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//and do so if that is the case.
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void DBot::Dofire (ticcmd_t *cmd)
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{
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bool no_fire; //used to prevent bot from pumping rockets into nearby walls.
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int aiming_penalty=0; //For shooting at shading target, if screen is red, MAKEME: When screen red.
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int aiming_value; //The final aiming value.
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fixed_t dist;
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angle_t an;
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int m;
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if (!enemy || !(enemy->flags & MF_SHOOTABLE) || enemy->health <= 0)
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return;
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if (player->ReadyWeapon == NULL)
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return;
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if (player->damagecount > skill.isp)
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{
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first_shot = true;
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return;
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}
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//Reaction skill thing.
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if (first_shot &&
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!(player->ReadyWeapon->WeaponFlags & WIF_BOT_REACTION_SKILL_THING))
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{
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t_react = (100-skill.reaction+1)/((pr_botdofire()%3)+3);
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}
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first_shot = false;
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if (t_react)
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return;
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//MAKEME: Decrease the rocket suicides even more.
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no_fire = true;
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//Distance to enemy.
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dist = player->mo->AproxDistance(enemy, player->mo->vel.x - enemy->vel.x, player->mo->vel.y - enemy->vel.y);
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//FIRE EACH TYPE OF WEAPON DIFFERENT: Here should all the different weapons go.
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if (player->ReadyWeapon->WeaponFlags & WIF_MELEEWEAPON)
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{
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if ((player->ReadyWeapon->ProjectileType != NULL))
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{
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if (player->ReadyWeapon->CheckAmmo (AWeapon::PrimaryFire, false, true))
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{
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// This weapon can fire a projectile and has enough ammo to do so
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goto shootmissile;
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}
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else if (!(player->ReadyWeapon->WeaponFlags & WIF_AMMO_OPTIONAL))
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{
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// Ammo is required, so don't shoot. This is for weapons that shoot
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// missiles that die at close range, such as the powered-up Phoneix Rod.
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return;
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}
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}
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else
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{
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//*4 is for atmosphere, the chainsaws sounding and all..
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no_fire = (dist > (MELEERANGE*4));
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}
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}
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else if (player->ReadyWeapon->WeaponFlags & WIF_BOT_BFG)
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{
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//MAKEME: This should be smarter.
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if ((pr_botdofire()%200)<=skill.reaction)
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if(Check_LOS(enemy, SHOOTFOV))
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no_fire = false;
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}
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else if (player->ReadyWeapon->ProjectileType != NULL)
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{
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if (player->ReadyWeapon->WeaponFlags & WIF_BOT_EXPLOSIVE)
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{
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//Special rules for RL
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an = FireRox (enemy, cmd);
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if(an)
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{
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angle = an;
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//have to be somewhat precise. to avoid suicide.
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if (absangle(angle - player->mo->angle) < 12*ANGLE_1)
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{
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t_rocket = 9;
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no_fire = false;
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}
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}
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}
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// prediction aiming
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shootmissile:
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dist = player->mo->AproxDistance (enemy);
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m = dist / GetDefaultByType (player->ReadyWeapon->ProjectileType)->Speed;
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bglobal.SetBodyAt (enemy->X() + enemy->vel.x*m*2, enemy->Y() + enemy->vel.y*m*2, enemy->Z(), 1);
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angle = player->mo->AngleTo(bglobal.body1);
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if (Check_LOS (enemy, SHOOTFOV))
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no_fire = false;
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}
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else
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{
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//Other weapons, mostly instant hit stuff.
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angle = player->mo->AngleTo(enemy);
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aiming_penalty = 0;
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if (enemy->flags & MF_SHADOW)
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aiming_penalty += (pr_botdofire()%25)+10;
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if (enemy->Sector->lightlevel<WHATS_DARK/* && !(player->powers & PW_INFRARED)*/)
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aiming_penalty += pr_botdofire()%40;//Dark
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if (player->damagecount)
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aiming_penalty += player->damagecount; //Blood in face makes it hard to aim
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aiming_value = skill.aiming - aiming_penalty;
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if (aiming_value <= 0)
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aiming_value = 1;
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m = ((SHOOTFOV/2)-(aiming_value*SHOOTFOV/200)); //Higher skill is more accurate
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if (m <= 0)
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m = 1; //Prevents lock.
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if (m)
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{
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if (increase)
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angle += m;
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else
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angle -= m;
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}
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if (absangle(angle - player->mo->angle) < 4*ANGLE_1)
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{
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increase = !increase;
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}
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if (Check_LOS (enemy, (SHOOTFOV/2)))
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no_fire = false;
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}
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if (!no_fire) //If going to fire weapon
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{
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cmd->ucmd.buttons |= BT_ATTACK;
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}
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//Prevents bot from jerking, when firing automatic things with low skill.
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}
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bool FCajunMaster::IsLeader (player_t *player)
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{
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for (int count = 0; count < MAXPLAYERS; count++)
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{
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if (players[count].Bot != NULL
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&& players[count].Bot->mate == player->mo)
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{
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return true;
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}
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}
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return false;
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}
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//This function is called every
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//tick (for each bot) to set
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//the mate (teammate coop mate).
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AActor *DBot::Choose_Mate ()
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{
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int count;
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fixed_t closest_dist, test;
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AActor *target;
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AActor *observer;
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//is mate alive?
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if (mate)
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{
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if (mate->health <= 0)
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mate = NULL;
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else
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last_mate = mate;
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}
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if (mate) //Still is..
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return mate;
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//Check old_mates status.
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if (last_mate)
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if (last_mate->health <= 0)
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last_mate = NULL;
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target = NULL;
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closest_dist = FIXED_MAX;
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if (bot_observer)
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observer = players[consoleplayer].mo;
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else
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observer = NULL;
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//Check for player friends
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for (count = 0; count < MAXPLAYERS; count++)
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{
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player_t *client = &players[count];
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if (playeringame[count]
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&& client->mo
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&& player->mo != client->mo
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&& (player->mo->IsTeammate (client->mo) || !deathmatch)
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&& client->mo->health > 0
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&& client->mo != observer
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&& ((player->mo->health/2) <= client->mo->health || !deathmatch)
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&& !bglobal.IsLeader(client)) //taken?
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{
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if (P_CheckSight (player->mo, client->mo, SF_IGNOREVISIBILITY))
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{
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test = client->mo->AproxDistance(player->mo);
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if (test < closest_dist)
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{
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closest_dist = test;
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target = client->mo;
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}
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}
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}
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}
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/*
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//Make a introducing to mate.
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if(target && target!=last_mate)
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{
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if((P_Random()%(200*bglobal.botnum))<3)
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{
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chat = c_teamup;
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if(target->bot)
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strcpy(c_target, botsingame[target->bot_id]);
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else if(target->player)
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strcpy(c_target, player_names[target->play_id]);
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}
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}
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*/
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return target;
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}
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//MAKEME: Make this a smart decision
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AActor *DBot::Find_enemy ()
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{
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int count;
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fixed_t closest_dist, temp; //To target.
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AActor *target;
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angle_t vangle;
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AActor *observer;
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if (!deathmatch)
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{ // [RH] Take advantage of the Heretic/Hexen code to be a little smarter
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return P_RoughMonsterSearch (player->mo, 20);
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}
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//Note: It's hard to ambush a bot who is not alone
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if (allround || mate)
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vangle = ANGLE_MAX;
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else
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vangle = ENEMY_SCAN_FOV;
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allround = false;
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target = NULL;
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closest_dist = FIXED_MAX;
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if (bot_observer)
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observer = players[consoleplayer].mo;
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else
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observer = NULL;
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for (count = 0; count < MAXPLAYERS; count++)
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{
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player_t *client = &players[count];
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if (playeringame[count]
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&& !player->mo->IsTeammate (client->mo)
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&& client->mo != observer
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&& client->mo->health > 0
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&& player->mo != client->mo)
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{
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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.
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//if(P_CheckSight(player->mo, players[count].mo))
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{
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temp = client->mo->AproxDistance(player->mo);
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//Too dark?
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if (temp > DARK_DIST &&
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client->mo->Sector->lightlevel < WHATS_DARK /*&&
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player->Powers & PW_INFRARED*/)
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continue;
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if (temp < closest_dist)
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{
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closest_dist = temp;
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target = client->mo;
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}
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}
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}
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}
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return target;
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}
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//Creates a temporary mobj (invisible) at the given location.
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void FCajunMaster::SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum)
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{
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if (hostnum == 1)
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{
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if (body1)
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{
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body1->SetOrigin (x, y, z, false);
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}
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else
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{
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body1 = Spawn ("CajunBodyNode", x, y, z, NO_REPLACE);
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}
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}
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else if (hostnum == 2)
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{
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if (body2)
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{
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body2->SetOrigin (x, y, z, false);
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}
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else
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{
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body2 = Spawn ("CajunBodyNode", x, y, z, NO_REPLACE);
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}
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}
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}
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//------------------------------------------
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// FireRox()
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//
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//Returns NULL if shouldn't fire
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//else an angle (in degrees) are given
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//This function assumes actor->player->angle
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//has been set an is the main aiming angle.
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//Emulates missile travel. Returns distance travelled.
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fixed_t FCajunMaster::FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd)
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{
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AActor *th = Spawn ("CajunTrace", source->PosPlusZ(4*8*FRACUNIT), NO_REPLACE);
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th->target = source; // where it came from
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float speed = (float)th->Speed;
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fixedvec3 fixvel = source->Vec3To(dest);
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DVector3 velocity(fixvel.x, fixvel.y, fixvel.z);
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velocity.MakeUnit();
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th->vel.x = FLOAT2FIXED(velocity[0] * speed);
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th->vel.y = FLOAT2FIXED(velocity[1] * speed);
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th->vel.z = FLOAT2FIXED(velocity[2] * speed);
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fixed_t dist = 0;
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while (dist < SAFE_SELF_MISDIST)
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{
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dist += th->Speed;
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th->Move(th->vel.x, th->vel.y, th->vel.z);
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if (!CleanAhead (th, th->X(), th->Y(), cmd))
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break;
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}
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th->Destroy ();
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return dist;
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}
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angle_t DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
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{
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fixed_t dist;
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angle_t ang;
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AActor *actor;
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int m;
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bglobal.SetBodyAt (player->mo->X() + FixedMul(player->mo->vel.x, 5*FRACUNIT),
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player->mo->Y() + FixedMul(player->mo->vel.y, 5*FRACUNIT),
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player->mo->Z() + (player->mo->height / 2), 2);
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actor = bglobal.body2;
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dist = actor->AproxDistance (enemy);
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if (dist < SAFE_SELF_MISDIST)
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return 0;
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//Predict.
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m = (((dist+1)/FRACUNIT) / GetDefaultByName("Rocket")->Speed);
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bglobal.SetBodyAt (enemy->X() + FixedMul(enemy->vel.x, (m+2*FRACUNIT)),
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enemy->Y() + FixedMul(enemy->vel.y, (m+2*FRACUNIT)), ONFLOORZ, 1);
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//try the predicted location
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if (P_CheckSight (actor, bglobal.body1, SF_IGNOREVISIBILITY)) //See the predicted location, so give a test missile
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{
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FCheckPosition tm;
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if (bglobal.SafeCheckPosition (player->mo, actor->X(), actor->Y(), tm))
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{
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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);
|
|
}
|
|
}
|
|
}
|