mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-14 00:21:34 +00:00
5de6b535ae
- Removed unused 'backpack' variable from player_t. - Removed duplicate code from b_move.cpp. - General cleanup.
561 lines
15 KiB
C++
561 lines
15 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 "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
|
|
//one looker to another. First mobj (looker) is looker.
|
|
bool FCajunMaster::Reachable (AActor *looker, AActor *rtarget)
|
|
{
|
|
if (looker == rtarget)
|
|
return false;
|
|
|
|
if ((rtarget->Sector->ceilingplane.ZatPoint (rtarget->x, rtarget->y) -
|
|
rtarget->Sector->floorplane.ZatPoint (rtarget->x, rtarget->y))
|
|
< looker->height) //Where rtarget is, looker can't be.
|
|
return false;
|
|
|
|
sector_t *last_s = looker->Sector;
|
|
fixed_t last_z = last_s->floorplane.ZatPoint (looker->x, looker->y);
|
|
fixed_t estimated_dist = P_AproxDistance (looker->x - rtarget->x, looker->y - rtarget->y);
|
|
bool reachable = true;
|
|
|
|
FPathTraverse it(looker->x+looker->velx, looker->y+looker->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 (looker->velx, frac);
|
|
hity = it.Trace().y + FixedMul (looker->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) >= looker->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 == looker) //Can't reach self in this case.
|
|
continue;
|
|
if (thing == rtarget && (rtarget->Sector->floorplane.ZatPoint (rtarget->x, rtarget->y) <= (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 FCajunMaster::Check_LOS (AActor *from, AActor *to, angle_t vangle)
|
|
{
|
|
if (!P_CheckSight (from, 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 (angle_t)abs (R_PointToAngle2 (from->x, from->y, to->x, to->y) - from->angle) <= vangle/2;
|
|
}
|
|
|
|
//-------------------------------------
|
|
//Bot_Dofire()
|
|
//-------------------------------------
|
|
//The bot will check if it's time to fire
|
|
//and do so if that is the case.
|
|
void FCajunMaster::Dofire (AActor *actor, 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;
|
|
static bool inc[MAXPLAYERS];
|
|
AActor *enemy = actor->player->enemy;
|
|
|
|
if (!enemy || !(enemy->flags & MF_SHOOTABLE) || enemy->health <= 0)
|
|
return;
|
|
|
|
if (actor->player->ReadyWeapon == NULL)
|
|
return;
|
|
|
|
if (actor->player->damagecount > actor->player->skill.isp)
|
|
{
|
|
actor->player->first_shot = true;
|
|
return;
|
|
}
|
|
|
|
//Reaction skill thing.
|
|
if (actor->player->first_shot &&
|
|
!(actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_REACTION_SKILL_THING))
|
|
{
|
|
actor->player->t_react = (100-actor->player->skill.reaction+1)/((pr_botdofire()%3)+3);
|
|
}
|
|
actor->player->first_shot = false;
|
|
if (actor->player->t_react)
|
|
return;
|
|
|
|
//MAKEME: Decrease the rocket suicides even more.
|
|
|
|
no_fire = true;
|
|
//actor->player->angle = R_PointToAngle2(actor->x, actor->y, actor->player->enemy->x, actor->player->enemy->y);
|
|
//Distance to enemy.
|
|
dist = P_AproxDistance ((actor->x + actor->velx) - (enemy->x + enemy->velx),
|
|
(actor->y + actor->vely) - (enemy->y + enemy->vely));
|
|
|
|
//FIRE EACH TYPE OF WEAPON DIFFERENT: Here should all the different weapons go.
|
|
if (actor->player->ReadyWeapon->WeaponFlags & WIF_MELEEWEAPON)
|
|
{
|
|
if ((actor->player->ReadyWeapon->ProjectileType != NULL))
|
|
{
|
|
if (actor->player->ReadyWeapon->CheckAmmo (AWeapon::PrimaryFire, false, true))
|
|
{
|
|
// This weapon can fire a projectile and has enough ammo to do so
|
|
goto shootmissile;
|
|
}
|
|
else if (!(actor->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 (actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_BFG)
|
|
{
|
|
//MAKEME: This should be smarter.
|
|
if ((pr_botdofire()%200)<=actor->player->skill.reaction)
|
|
if(Check_LOS(actor, actor->player->enemy, SHOOTFOV))
|
|
no_fire = false;
|
|
}
|
|
else if (actor->player->ReadyWeapon->ProjectileType != NULL)
|
|
{
|
|
if (actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_EXPLOSIVE)
|
|
{
|
|
//Special rules for RL
|
|
an = FireRox (actor, enemy, cmd);
|
|
if(an)
|
|
{
|
|
actor->player->angle = an;
|
|
//have to be somewhat precise. to avoid suicide.
|
|
if (abs (actor->player->angle - actor->angle) < 12*ANGLE_1)
|
|
{
|
|
actor->player->t_rocket = 9;
|
|
no_fire = false;
|
|
}
|
|
}
|
|
}
|
|
// prediction aiming
|
|
shootmissile:
|
|
dist = P_AproxDistance (actor->x - enemy->x, actor->y - enemy->y);
|
|
m = dist / GetDefaultByType (actor->player->ReadyWeapon->ProjectileType)->Speed;
|
|
SetBodyAt (enemy->x + enemy->velx*m*2, enemy->y + enemy->vely*m*2, enemy->z, 1);
|
|
actor->player->angle = R_PointToAngle2 (actor->x, actor->y, body1->x, body1->y);
|
|
if (Check_LOS (actor, enemy, SHOOTFOV))
|
|
no_fire = false;
|
|
}
|
|
else
|
|
{
|
|
//Other weapons, mostly instant hit stuff.
|
|
actor->player->angle = R_PointToAngle2 (actor->x, actor->y, enemy->x, enemy->y);
|
|
aiming_penalty = 0;
|
|
if (enemy->flags & MF_SHADOW)
|
|
aiming_penalty += (pr_botdofire()%25)+10;
|
|
if (enemy->Sector->lightlevel<WHATS_DARK/* && !(actor->player->powers & PW_INFRARED)*/)
|
|
aiming_penalty += pr_botdofire()%40;//Dark
|
|
if (actor->player->damagecount)
|
|
aiming_penalty += actor->player->damagecount; //Blood in face makes it hard to aim
|
|
aiming_value = actor->player->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 (inc[actor->player - players])
|
|
actor->player->angle += m;
|
|
else
|
|
actor->player->angle -= m;
|
|
}
|
|
|
|
if (abs (actor->player->angle - actor->angle) < 4*ANGLE_1)
|
|
{
|
|
inc[actor->player - players] = !inc[actor->player - players];
|
|
}
|
|
|
|
if (Check_LOS (actor, 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.
|
|
//actor->angle = R_PointToAngle2(actor->x, actor->y, actor->player->enemy->x, actor->player->enemy->y);
|
|
}
|
|
|
|
|
|
//This function is called every
|
|
//tick (for each bot) to set
|
|
//the mate (teammate coop mate).
|
|
AActor *FCajunMaster::Choose_Mate (AActor *bot)
|
|
{
|
|
int count;
|
|
int count2;
|
|
fixed_t closest_dist, test;
|
|
AActor *target;
|
|
AActor *observer;
|
|
bool p_leader[MAXPLAYERS];
|
|
|
|
//is mate alive?
|
|
if (bot->player->mate)
|
|
{
|
|
if (bot->player->mate->health <= 0)
|
|
bot->player->mate = NULL;
|
|
else
|
|
bot->player->last_mate = bot->player->mate;
|
|
}
|
|
if (bot->player->mate) //Still is..
|
|
return bot->player->mate;
|
|
|
|
//Check old_mates status.
|
|
if (bot->player->last_mate)
|
|
if (bot->player->last_mate->health <= 0)
|
|
bot->player->last_mate = NULL;
|
|
|
|
for (count = 0; count < MAXPLAYERS; count++)
|
|
{
|
|
if (!playeringame[count])
|
|
continue;
|
|
p_leader[count] = false;
|
|
for (count2 = 0; count2 < MAXPLAYERS; count2++)
|
|
{
|
|
if (players[count].isbot
|
|
&& players[count2].mate == players[count].mo)
|
|
{
|
|
p_leader[count] = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
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
|
|
&& bot != client->mo
|
|
&& (bot->IsTeammate (client->mo) || !deathmatch)
|
|
&& client->mo->health > 0
|
|
&& client->mo != observer
|
|
&& ((bot->health/2) <= client->mo->health || !deathmatch)
|
|
&& !p_leader[count]) //taken?
|
|
{
|
|
|
|
if (P_CheckSight (bot, client->mo, SF_IGNOREVISIBILITY))
|
|
{
|
|
test = P_AproxDistance (client->mo->x - bot->x,
|
|
client->mo->y - bot->y);
|
|
|
|
if (test < closest_dist)
|
|
{
|
|
closest_dist = test;
|
|
target = client->mo;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
//Make a introducing to mate.
|
|
if(target && target!=bot->player->last_mate)
|
|
{
|
|
if((P_Random()%(200*bglobal.botnum))<3)
|
|
{
|
|
bot->player->chat = c_teamup;
|
|
if(target->bot)
|
|
strcpy(bot->player->c_target, botsingame[target->bot_id]);
|
|
else if(target->player)
|
|
strcpy(bot->player->c_target, player_names[target->play_id]);
|
|
}
|
|
}
|
|
*/
|
|
|
|
return target;
|
|
|
|
}
|
|
|
|
//MAKEME: Make this a smart decision
|
|
AActor *FCajunMaster::Find_enemy (AActor *bot)
|
|
{
|
|
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 (bot, 20);
|
|
}
|
|
|
|
//Note: It's hard to ambush a bot who is not alone
|
|
if (bot->player->allround || bot->player->mate)
|
|
vangle = ANGLE_MAX;
|
|
else
|
|
vangle = ENEMY_SCAN_FOV;
|
|
bot->player->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]
|
|
&& !bot->IsTeammate (client->mo)
|
|
&& client->mo != observer
|
|
&& client->mo->health > 0
|
|
&& bot != client->mo)
|
|
{
|
|
if (Check_LOS (bot, 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( bot, players[count].mo))
|
|
{
|
|
temp = P_AproxDistance (client->mo->x - bot->x,
|
|
client->mo->y - bot->y);
|
|
|
|
//Too dark?
|
|
if (temp > DARK_DIST &&
|
|
client->mo->Sector->lightlevel < WHATS_DARK /*&&
|
|
bot->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);
|
|
}
|
|
else
|
|
{
|
|
body1 = Spawn ("CajunBodyNode", x, y, z, NO_REPLACE);
|
|
}
|
|
}
|
|
else if (hostnum == 2)
|
|
{
|
|
if (body2)
|
|
{
|
|
body2->SetOrigin (x, y, z);
|
|
}
|
|
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->x, source->y, source->z + 4*8*FRACUNIT, NO_REPLACE);
|
|
|
|
th->target = source; // where it came from
|
|
|
|
float speed = (float)th->Speed;
|
|
|
|
FVector3 velocity;
|
|
velocity[0] = FIXED2FLOAT(dest->x - source->x);
|
|
velocity[1] = FIXED2FLOAT(dest->y - source->y);
|
|
velocity[2] = FIXED2FLOAT(dest->z - source->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->SetOrigin (th->x + th->velx, th->y + th->vely, th->z + th->velz);
|
|
if (!CleanAhead (th, th->x, th->y, cmd))
|
|
break;
|
|
}
|
|
th->Destroy ();
|
|
return dist;
|
|
}
|
|
|
|
angle_t FCajunMaster::FireRox (AActor *bot, AActor *enemy, ticcmd_t *cmd)
|
|
{
|
|
fixed_t dist;
|
|
angle_t ang;
|
|
AActor *actor;
|
|
int m;
|
|
|
|
SetBodyAt (bot->x + FixedMul(bot->velx, 5*FRACUNIT),
|
|
bot->y + FixedMul(bot->vely, 5*FRACUNIT),
|
|
bot->z + (bot->height / 2), 2);
|
|
|
|
actor = bglobal.body2;
|
|
|
|
dist = P_AproxDistance (actor->x-enemy->x, actor->y-enemy->y);
|
|
if (dist < SAFE_SELF_MISDIST)
|
|
return 0;
|
|
//Predict.
|
|
m = (((dist+1)/FRACUNIT) / GetDefaultByName("Rocket")->Speed);
|
|
|
|
SetBodyAt (enemy->x + FixedMul(enemy->velx, (m+2*FRACUNIT)),
|
|
enemy->y + FixedMul(enemy->vely, (m+2*FRACUNIT)), ONFLOORZ, 1);
|
|
dist = P_AproxDistance(actor->x-bglobal.body1->x, actor->y-bglobal.body1->y);
|
|
//try the predicted location
|
|
if (P_CheckSight (actor, bglobal.body1, SF_IGNOREVISIBILITY)) //See the predicted location, so give a test missile
|
|
{
|
|
FCheckPosition tm;
|
|
if (SafeCheckPosition (bot, actor->x, actor->y, tm))
|
|
{
|
|
if (FakeFire (actor, bglobal.body1, cmd) >= SAFE_SELF_MISDIST)
|
|
{
|
|
ang = R_PointToAngle2 (actor->x, actor->y, bglobal.body1->x, bglobal.body1->y);
|
|
return ang;
|
|
}
|
|
}
|
|
}
|
|
//Try fire straight.
|
|
if (P_CheckSight (actor, enemy, 0))
|
|
{
|
|
if (FakeFire (bot, enemy, cmd) >= SAFE_SELF_MISDIST)
|
|
{
|
|
ang = R_PointToAngle2(bot->x, bot->y, enemy->x, enemy->y);
|
|
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)
|
|
{
|
|
int savedFlags = actor->flags;
|
|
actor->flags &= ~MF_PICKUP;
|
|
bool res = P_CheckPosition (actor, x, y, tm);
|
|
actor->flags = savedFlags;
|
|
return res;
|
|
}
|