/******************************* * B_spawn.c * * Description: * * various procedures that the * * bot need to work * *******************************/ #include #include "doomtype.h" #include "doomdef.h" #include "doomstat.h" #include "p_local.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" 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->velx, player->mo->Y()+player->mo->vely, 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->velx, frac); hity = it.Trace().y + FixedMul (player->mo->vely, 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->velx - enemy->velx, player->mo->vely - enemy->vely); //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->velx*m*2, enemy->Y() + enemy->vely*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->lightlevelpowers & 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); TVector3 velocity(fixvel.x, fixvel.y, fixvel.z); velocity.MakeUnit(); th->velx = FLOAT2FIXED(velocity[0] * speed); th->vely = FLOAT2FIXED(velocity[1] * speed); th->velz = FLOAT2FIXED(velocity[2] * speed); fixed_t dist = 0; while (dist < SAFE_SELF_MISDIST) { dist += th->Speed; th->Move(th->velx, th->vely, th->velz); 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->velx, 5*FRACUNIT), player->mo->Y() + FixedMul(player->mo->vely, 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->velx, (m+2*FRACUNIT)), enemy->Y() + FixedMul(enemy->vely, (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); } } }