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https://github.com/ZDoom/gzdoom.git
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ec15c7f4c3
These can be silently mapped to DI_NODIR to let the engine get the actor back on track.
360 lines
8.1 KiB
C++
360 lines
8.1 KiB
C++
/********************************
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* B_Think.c *
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* Description: *
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* Movement/Roaming code for *
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* the bot's *
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*********************************/
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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 "b_bot.h"
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#include "g_game.h"
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#include "d_ticcmd.h"
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#include "m_random.h"
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#include "i_system.h"
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#include "p_lnspec.h"
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#include "gi.h"
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#include "a_keys.h"
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#include "d_event.h"
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#include "p_enemy.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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#include "math/cmath.h"
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static FRandom pr_botopendoor ("BotOpenDoor");
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static FRandom pr_bottrywalk ("BotTryWalk");
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static FRandom pr_botnewchasedir ("BotNewChaseDir");
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// borrow some tables from p_enemy.cpp
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extern dirtype_t opposite[9];
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extern dirtype_t diags[4];
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//Called while the bot moves after its dest mobj
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//which can be a weapon/enemy/item whatever.
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void DBot::Roam (ticcmd_t *cmd)
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{
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if (Reachable(dest))
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{ // Straight towards it.
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Angle = player->mo->AngleTo(dest);
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}
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else if (player->mo->movedir < 8) // turn towards movement direction if not there yet
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{
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// no point doing this with floating point angles...
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unsigned angle = Angle.BAMs() & (unsigned)(7 << 29);
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int delta = angle - (player->mo->movedir << 29);
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if (delta > 0)
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Angle -= 45;
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else if (delta < 0)
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Angle += 45;
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}
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// chase towards destination.
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if (--player->mo->movecount < 0 || !Move (cmd))
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{
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NewChaseDir (cmd);
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}
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}
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bool DBot::Move (ticcmd_t *cmd)
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{
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double tryx, tryy;
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bool try_ok;
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int good;
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if (player->mo->movedir >= DI_NODIR)
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{
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player->mo->movedir = DI_NODIR; // make sure it's valid.
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return false;
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}
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tryx = player->mo->X() + 8*xspeed[player->mo->movedir];
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tryy = player->mo->Y() + 8*yspeed[player->mo->movedir];
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try_ok = bglobal.CleanAhead (player->mo, tryx, tryy, cmd);
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if (!try_ok) //Anything blocking that could be opened etc..
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{
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if (!spechit.Size ())
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return false;
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player->mo->movedir = DI_NODIR;
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good = 0;
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spechit_t spechit1;
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line_t *ld;
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while (spechit.Pop (spechit1))
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{
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ld = spechit1.line;
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bool tryit = true;
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if (ld->special == Door_LockedRaise && !P_CheckKeys (player->mo, ld->args[3], false))
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tryit = false;
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else if (ld->special == Generic_Door && !P_CheckKeys (player->mo, ld->args[4], false))
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tryit = false;
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if (tryit &&
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(P_TestActivateLine (ld, player->mo, 0, SPAC_Use) ||
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P_TestActivateLine (ld, player->mo, 0, SPAC_Push)))
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{
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good |= ld == player->mo->BlockingLine ? 1 : 2;
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}
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}
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if (good && ((pr_botopendoor() >= 203) ^ (good & 1)))
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{
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cmd->ucmd.buttons |= BT_USE;
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cmd->ucmd.forwardmove = FORWARDRUN;
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return true;
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}
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else
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return false;
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}
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else //Move forward.
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cmd->ucmd.forwardmove = FORWARDRUN;
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return true;
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}
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bool DBot::TryWalk (ticcmd_t *cmd)
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{
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if (!Move (cmd))
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return false;
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player->mo->movecount = pr_bottrywalk() & 60;
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return true;
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}
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void DBot::NewChaseDir (ticcmd_t *cmd)
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{
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dirtype_t d[3];
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int tdir;
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dirtype_t olddir;
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dirtype_t turnaround;
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if (!dest)
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{
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#ifndef BOT_RELEASE_COMPILE
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Printf ("Bot tried move without destination\n");
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#endif
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return;
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}
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olddir = (dirtype_t)player->mo->movedir;
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turnaround = opposite[olddir];
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DVector2 delta = player->mo->Vec2To(dest);
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if (delta.X > 10)
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d[1] = DI_EAST;
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else if (delta.X < -10)
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d[1] = DI_WEST;
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else
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d[1] = DI_NODIR;
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if (delta.Y < -10)
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d[2] = DI_SOUTH;
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else if (delta.Y > 10)
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d[2] = DI_NORTH;
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else
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d[2] = DI_NODIR;
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// try direct route
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if (d[1] != DI_NODIR && d[2] != DI_NODIR)
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{
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player->mo->movedir = diags[((delta.Y < 0) << 1) + (delta.X > 0)];
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if (player->mo->movedir != turnaround && TryWalk(cmd))
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return;
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}
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// try other directions
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if (pr_botnewchasedir() > 200
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|| fabs(delta.Y) > fabs(delta.X))
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{
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tdir = d[1];
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d[1] = d[2];
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d[2] = (dirtype_t)tdir;
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}
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if (d[1]==turnaround)
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d[1]=DI_NODIR;
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if (d[2]==turnaround)
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d[2]=DI_NODIR;
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if (d[1]!=DI_NODIR)
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{
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player->mo->movedir = d[1];
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if (TryWalk (cmd))
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return;
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}
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if (d[2]!=DI_NODIR)
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{
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player->mo->movedir = d[2];
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if (TryWalk(cmd))
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return;
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}
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// there is no direct path to the player,
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// so pick another direction.
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if (olddir!=DI_NODIR)
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{
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player->mo->movedir = olddir;
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if (TryWalk(cmd))
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return;
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}
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// randomly determine direction of search
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if (pr_botnewchasedir()&1)
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{
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for ( tdir=DI_EAST;
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tdir<=DI_SOUTHEAST;
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tdir++ )
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{
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if (tdir!=turnaround)
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{
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player->mo->movedir = tdir;
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if (TryWalk(cmd))
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return;
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}
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}
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}
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else
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{
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for ( tdir=DI_SOUTHEAST;
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tdir != (DI_EAST-1);
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tdir-- )
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{
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if (tdir!=turnaround)
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{
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player->mo->movedir = tdir;
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if (TryWalk(cmd))
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return;
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}
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}
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}
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if (turnaround != DI_NODIR)
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{
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player->mo->movedir = turnaround;
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if (TryWalk(cmd))
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return;
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}
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player->mo->movedir = DI_NODIR; // can not move
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}
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//
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// B_CleanAhead
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// Check if a place is ok to move towards.
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// This is also a traverse function for
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// bots pre-rocket fire (preventing suicide)
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//
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bool FCajunMaster::CleanAhead (AActor *thing, double x, double y, ticcmd_t *cmd)
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{
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FCheckPosition tm;
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if (!SafeCheckPosition (thing, x, y, tm))
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return false; // solid wall or thing
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if (!(thing->flags & MF_NOCLIP) )
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{
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if (tm.ceilingz - tm.floorz < thing->Height)
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return false; // doesn't fit
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double maxmove = MAXMOVEHEIGHT;
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if (!(thing->flags&MF_MISSILE))
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{
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if(tm.floorz > (thing->Sector->floorplane.ZatPoint(x, y)+maxmove)) //Too high wall
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return false;
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//Jumpable
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if(tm.floorz > (thing->Sector->floorplane.ZatPoint(x, y)+thing->MaxStepHeight))
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cmd->ucmd.buttons |= BT_JUMP;
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if ( !(thing->flags & MF_TELEPORT) &&
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tm.ceilingz < thing->Top())
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return false; // mobj must lower itself to fit
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// jump out of water
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// if((thing->eflags & (MF_UNDERWATER|MF_TOUCHWATER))==(MF_UNDERWATER|MF_TOUCHWATER))
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// maxstep=37;
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if ( !(thing->flags & MF_TELEPORT) &&
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(tm.floorz - thing->Z() > thing->MaxStepHeight) )
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return false; // too big a step up
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if ( !(thing->flags&(MF_DROPOFF|MF_FLOAT))
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&& tm.floorz - tm.dropoffz > thing->MaxDropOffHeight )
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return false; // don't stand over a dropoff
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}
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}
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return true;
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}
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#define OKAYRANGE (5) //counts *2, when angle is in range, turning is not executed.
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#define MAXTURN (15) //Max degrees turned in one tic. Lower is smother but may cause the bot not getting where it should = crash
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#define TURNSENS 3 //Higher is smoother but slower turn.
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void DBot::TurnToAng ()
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{
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double maxturn = MAXTURN;
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if (player->ReadyWeapon != NULL)
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{
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if (player->ReadyWeapon->WeaponFlags & WIF_BOT_EXPLOSIVE)
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{
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if (t_roam && !missile)
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{ //Keep angle that where when shot where decided.
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return;
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}
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}
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if(enemy)
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if(!dest) //happens when running after item in combat situations, or normal, prevents weak turns
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if(player->ReadyWeapon->ProjectileType == NULL && !(player->ReadyWeapon->WeaponFlags & WIF_MELEEWEAPON))
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if(Check_LOS(enemy, SHOOTFOV+5))
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maxturn = 3;
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}
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DAngle distance = deltaangle(player->mo->Angles.Yaw, Angle);
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if (fabs (distance) < OKAYRANGE && !enemy)
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return;
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distance /= TURNSENS;
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if (fabs (distance) > maxturn)
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distance = distance < 0 ? -maxturn : maxturn;
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player->mo->Angles.Yaw += distance;
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}
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void DBot::Pitch (AActor *target)
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{
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double aim;
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double diff;
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diff = target->Z() - player->mo->Z();
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aim = g_atan(diff / player->mo->Distance2D(target));
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player->mo->Angles.Pitch = DAngle::ToDegrees(aim);
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}
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//Checks if a sector is dangerous.
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bool FCajunMaster::IsDangerous (sector_t *sec)
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{
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return sec->damageamount > 0;
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}
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