mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-05 20:40:30 +00:00
c412b42703
- The stat meters now return an FString instead of sprintfing into a fixed output buffer. - NOASM is now automatically defined when compiling for a non-x86 target. - Some changes have been made to the integral types in doomtype.h: - For consistancy with the other integral types, byte is no longer a synonym for BYTE. - Most uses of BOOL have been change to the standard C++ bool type. Those that weren't were changed to INTBOOL to indicate they may contain values other than 0 or 1 but are still used as a boolean. - Compiler-provided types with explicit bit sizes are now used. In particular, DWORD is no longer a long so it will work with both 64-bit Windows and Linux. - Since some files need to include Windows headers, uint32 is a synonym for the non-Windows version of DWORD. - Removed d_textur.h. The pic_t struct it defined was used nowhere, and that was all it contained. SVN r326 (trunk)
389 lines
9.4 KiB
C++
389 lines
9.4 KiB
C++
/********************************
|
|
* 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 "r_main.h"
|
|
#include "i_system.h"
|
|
#include "p_lnspec.h"
|
|
#include "gi.h"
|
|
#include "a_keys.h"
|
|
|
|
enum dirtype_t
|
|
{
|
|
DI_EAST,
|
|
DI_NORTHEAST,
|
|
DI_NORTH,
|
|
DI_NORTHWEST,
|
|
DI_WEST,
|
|
DI_SOUTHWEST,
|
|
DI_SOUTH,
|
|
DI_SOUTHEAST,
|
|
DI_NODIR,
|
|
NUMDIRS
|
|
};
|
|
|
|
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];
|
|
extern fixed_t xspeed[8];
|
|
extern fixed_t yspeed[8];
|
|
|
|
extern TArray<line_t *> spechit;
|
|
|
|
//Called while the bot moves after its player->dest mobj
|
|
//which can be a weapon/enemy/item whatever.
|
|
void DCajunMaster::Roam (AActor *actor, ticcmd_t *cmd)
|
|
{
|
|
int delta;
|
|
|
|
if (Reachable(actor, actor->player->dest))
|
|
{ // Straight towards it.
|
|
actor->player->angle = R_PointToAngle2(actor->x, actor->y, actor->player->dest->x, actor->player->dest->y);
|
|
}
|
|
else if (actor->movedir < 8) // turn towards movement direction if not there yet
|
|
{
|
|
actor->player->angle &= (angle_t)(7<<29);
|
|
delta = actor->player->angle - (actor->movedir << 29);
|
|
|
|
if (delta > 0)
|
|
actor->player->angle -= ANG45;
|
|
else if (delta < 0)
|
|
actor->player->angle += ANG45;
|
|
}
|
|
|
|
// chase towards destination.
|
|
if (--actor->movecount < 0 || !Move (actor, cmd))
|
|
{
|
|
NewChaseDir (actor, cmd);
|
|
}
|
|
}
|
|
|
|
bool DCajunMaster::Move (AActor *actor, ticcmd_t *cmd)
|
|
{
|
|
fixed_t tryx, tryy;
|
|
bool try_ok;
|
|
int good;
|
|
|
|
if (actor->movedir == DI_NODIR)
|
|
return false;
|
|
|
|
if ((unsigned)actor->movedir >= 8)
|
|
I_Error ("Weird bot movedir!");
|
|
|
|
tryx = actor->x + 8*xspeed[actor->movedir];
|
|
tryy = actor->y + 8*yspeed[actor->movedir];
|
|
|
|
try_ok = CleanAhead (actor, tryx, tryy, cmd);
|
|
|
|
if (!try_ok) //Anything blocking that could be opened etc..
|
|
{
|
|
if (!spechit.Size ())
|
|
return false;
|
|
|
|
actor->movedir = DI_NODIR;
|
|
|
|
good = 0;
|
|
line_t *ld;
|
|
|
|
while (spechit.Pop (ld))
|
|
{
|
|
bool tryit = true;
|
|
|
|
if (ld->special == Door_LockedRaise && !P_CheckKeys (actor, ld->args[3], false))
|
|
tryit = false;
|
|
else if (ld->special == Generic_Door && !P_CheckKeys (actor, ld->args[4], false))
|
|
tryit = false;
|
|
|
|
if (tryit &&
|
|
(P_TestActivateLine (ld, actor, 0, SPAC_USE) ||
|
|
P_TestActivateLine (ld, actor, 0, SPAC_PUSH)))
|
|
{
|
|
good |= ld == 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 DCajunMaster::TryWalk (AActor *actor, ticcmd_t *cmd)
|
|
{
|
|
if (!Move (actor, cmd))
|
|
return false;
|
|
|
|
actor->movecount = pr_bottrywalk() & 60;
|
|
return true;
|
|
}
|
|
|
|
void DCajunMaster::NewChaseDir (AActor *actor, ticcmd_t *cmd)
|
|
{
|
|
fixed_t deltax;
|
|
fixed_t deltay;
|
|
|
|
dirtype_t d[3];
|
|
|
|
int tdir;
|
|
dirtype_t olddir;
|
|
|
|
dirtype_t turnaround;
|
|
|
|
if (!actor->player->dest)
|
|
{
|
|
#ifndef BOT_RELEASE_COMPILE
|
|
Printf ("Bot tried move without destination\n");
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
olddir = (dirtype_t)actor->movedir;
|
|
turnaround = opposite[olddir];
|
|
|
|
deltax = actor->player->dest->x - actor->x;
|
|
deltay = actor->player->dest->y - actor->y;
|
|
|
|
if (deltax > 10*FRACUNIT)
|
|
d[1] = DI_EAST;
|
|
else if (deltax < -10*FRACUNIT)
|
|
d[1] = DI_WEST;
|
|
else
|
|
d[1] = DI_NODIR;
|
|
|
|
if (deltay < -10*FRACUNIT)
|
|
d[2] = DI_SOUTH;
|
|
else if (deltay > 10*FRACUNIT)
|
|
d[2] = DI_NORTH;
|
|
else
|
|
d[2] = DI_NODIR;
|
|
|
|
// try direct route
|
|
if (d[1] != DI_NODIR && d[2] != DI_NODIR)
|
|
{
|
|
actor->movedir = diags[((deltay<0)<<1)+(deltax>0)];
|
|
if (actor->movedir != turnaround && TryWalk(actor, cmd))
|
|
return;
|
|
}
|
|
|
|
// try other directions
|
|
if (pr_botnewchasedir() > 200
|
|
|| abs(deltay)>abs(deltax))
|
|
{
|
|
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)
|
|
{
|
|
actor->movedir = d[1];
|
|
if (TryWalk (actor, cmd))
|
|
return;
|
|
}
|
|
|
|
if (d[2]!=DI_NODIR)
|
|
{
|
|
actor->movedir = d[2];
|
|
|
|
if (TryWalk(actor, cmd))
|
|
return;
|
|
}
|
|
|
|
// there is no direct path to the player,
|
|
// so pick another direction.
|
|
if (olddir!=DI_NODIR)
|
|
{
|
|
actor->movedir = olddir;
|
|
|
|
if (TryWalk(actor, cmd))
|
|
return;
|
|
}
|
|
|
|
// randomly determine direction of search
|
|
if (pr_botnewchasedir()&1)
|
|
{
|
|
for ( tdir=DI_EAST;
|
|
tdir<=DI_SOUTHEAST;
|
|
tdir++ )
|
|
{
|
|
if (tdir!=turnaround)
|
|
{
|
|
actor->movedir = tdir;
|
|
|
|
if (TryWalk(actor, cmd))
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for ( tdir=DI_SOUTHEAST;
|
|
tdir != (DI_EAST-1);
|
|
tdir-- )
|
|
{
|
|
if (tdir!=turnaround)
|
|
{
|
|
actor->movedir = tdir;
|
|
|
|
if (TryWalk(actor, cmd))
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (turnaround != DI_NODIR)
|
|
{
|
|
actor->movedir = turnaround;
|
|
if (TryWalk(actor, cmd))
|
|
return;
|
|
}
|
|
|
|
actor->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 DCajunMaster::CleanAhead (AActor *thing, fixed_t x, fixed_t y, ticcmd_t *cmd)
|
|
{
|
|
if (!SafeCheckPosition (thing, x, y))
|
|
return false; // solid wall or thing
|
|
|
|
if (!(thing->flags & MF_NOCLIP) )
|
|
{
|
|
fixed_t maxstep = thing->MaxStepHeight;
|
|
if (tmceilingz - tmfloorz < thing->height)
|
|
return false; // doesn't fit
|
|
|
|
if (!(thing->flags&MF_MISSILE))
|
|
{
|
|
if(tmfloorz > (thing->Sector->floorplane.ZatPoint (x, y)+MAXMOVEHEIGHT)) //Too high wall
|
|
return false;
|
|
|
|
//Jumpable
|
|
if(tmfloorz>(thing->Sector->floorplane.ZatPoint (x, y)+thing->MaxStepHeight))
|
|
cmd->ucmd.buttons |= BT_JUMP;
|
|
|
|
|
|
if ( !(thing->flags & MF_TELEPORT) &&
|
|
tmceilingz - thing->z < thing->height)
|
|
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*FRACUNIT;
|
|
|
|
if ( !(thing->flags & MF_TELEPORT) &&
|
|
(tmfloorz - thing->z > maxstep ) )
|
|
return false; // too big a step up
|
|
|
|
|
|
if ( !(thing->flags&(MF_DROPOFF|MF_FLOAT))
|
|
&& tmfloorz - tmdropoffz > thing->MaxDropOffHeight )
|
|
return false; // don't stand over a dropoff
|
|
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
#define OKAYRANGE (5*ANGLE_1) //counts *2, when angle is in range, turning is not executed.
|
|
#define MAXTURN (15*ANGLE_1) //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 DCajunMaster::TurnToAng (AActor *actor)
|
|
{
|
|
int maxturn = MAXTURN;
|
|
|
|
if (actor->player->ReadyWeapon != NULL)
|
|
{
|
|
if (actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_EXPLOSIVE)
|
|
{
|
|
if (actor->player->t_roam && !actor->player->missile)
|
|
{ //Keep angle that where when shot where decided.
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
if(actor->player->enemy)
|
|
if(!actor->player->dest) //happens when running after item in combat situations, or normal, prevents weak turns
|
|
if(actor->player->ReadyWeapon->ProjectileType == NULL && !(actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_MELEE))
|
|
if(Check_LOS(actor, actor->player->enemy, SHOOTFOV+5*ANGLE_1))
|
|
maxturn = 3;
|
|
}
|
|
|
|
int distance = actor->player->angle - actor->angle;
|
|
|
|
if (abs (distance) < OKAYRANGE && !actor->player->enemy)
|
|
return;
|
|
|
|
distance /= TURNSENS;
|
|
if (abs (distance) > maxturn)
|
|
distance = distance < 0 ? -maxturn : maxturn;
|
|
|
|
actor->angle += distance;
|
|
}
|
|
|
|
void DCajunMaster::Pitch (AActor *actor, AActor *target)
|
|
{
|
|
double aim;
|
|
double diff;
|
|
|
|
diff = target->z - actor->z;
|
|
aim = atan (diff / (double)P_AproxDistance (actor->x - target->x, actor->y - target->y));
|
|
actor->pitch = -(int)(aim * ANGLE_180/M_PI);
|
|
}
|
|
|
|
//Checks if a sector is dangerous.
|
|
bool DCajunMaster::IsDangerous (sector_t *sec)
|
|
{
|
|
int special;
|
|
|
|
return
|
|
sec->damage
|
|
|| sec->special & DAMAGE_MASK
|
|
|| (special = sec->special & 0xff, special == dLight_Strobe_Hurt)
|
|
|| special == dDamage_Hellslime
|
|
|| special == dDamage_Nukage
|
|
|| special == dDamage_End
|
|
|| special == dDamage_SuperHellslime
|
|
|| special == dDamage_LavaWimpy
|
|
|| special == dDamage_LavaHefty
|
|
|| special == dScroll_EastLavaDamage
|
|
|| special == sLight_Strobe_Hurt
|
|
|| special == Damage_InstantDeath
|
|
|| special == sDamage_SuperHellslime;
|
|
}
|
|
|