mirror of
https://github.com/ZDoom/qzdoom.git
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3b477d7022
weapon didn't change back when the powerup expired. - Fixed: The powered up version of Heretic's Gauntlets missed the proper state assignments for Ready, Lower and Raise. - Fixed: The Strife player was missing its pain state. - Fixed: Revenant missiles couldn't home in on targets with a height lower than 40. - Fixed: The code which checked for hitscan traces hitting actors from above and below must test whether the calculated hit position is actually inside the actor being checked. If it crosses the top/bottom plane outside the bounding box there can't be a hit. - Changed: State labels in code pointer calls must now be enclosed in quotation marks. This was done to ensure compatibility with parsers that will parse these as identifier-aware script code later. SVN r554 (trunk)
408 lines
12 KiB
C++
408 lines
12 KiB
C++
/********************************
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* B_Think.c *
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* Description: *
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* Functions for the different *
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* states that the bot *
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* uses. These functions are *
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* the main AI *
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* *
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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 "m_random.h"
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#include "r_main.h"
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#include "stats.h"
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#include "a_pickups.h"
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#include "statnums.h"
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static FRandom pr_botmove ("BotMove");
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//This function is called each tic for each bot,
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//so this is what the bot does.
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void DCajunMaster::Think (AActor *actor, ticcmd_t *cmd)
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{
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memset (cmd, 0, sizeof(*cmd));
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if (actor->player->enemy && actor->player->enemy->health <= 0)
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actor->player->enemy = NULL;
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if (actor->health > 0) //Still alive
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{
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if (teamplay || !deathmatch)
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actor->player->mate = Choose_Mate (actor);
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angle_t oldyaw = actor->angle;
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int oldpitch = actor->pitch;
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Set_enemy (actor);
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ThinkForMove (actor, cmd);
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TurnToAng (actor);
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cmd->ucmd.yaw = (short)((actor->angle - oldyaw) >> 16) / ticdup;
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cmd->ucmd.pitch = (short)((oldpitch - actor->pitch) >> 16);
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if (cmd->ucmd.pitch == -32768)
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cmd->ucmd.pitch = -32767;
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cmd->ucmd.pitch /= ticdup;
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actor->angle = oldyaw + (cmd->ucmd.yaw << 16) * ticdup;
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actor->pitch = oldpitch - (cmd->ucmd.pitch << 16) * ticdup;
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}
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if (actor->player->t_active) actor->player->t_active--;
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if (actor->player->t_strafe) actor->player->t_strafe--;
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if (actor->player->t_react) actor->player->t_react--;
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if (actor->player->t_fight) actor->player->t_fight--;
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if (actor->player->t_rocket) actor->player->t_rocket--;
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if (actor->player->t_roam) actor->player->t_roam--;
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//Respawn ticker
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if (actor->player->t_respawn)
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{
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actor->player->t_respawn--;
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}
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else if (actor->health <= 0)
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{ // Time to respawn
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cmd->ucmd.buttons |= BT_USE;
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}
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}
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//how the bot moves.
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//MAIN movement function.
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void DCajunMaster::ThinkForMove (AActor *actor, ticcmd_t *cmd)
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{
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player_t *b;
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fixed_t dist;
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bool stuck;
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int r;
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b = actor->player;
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if (!b->isbot)
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return;
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stuck = false;
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dist = b->dest ? P_AproxDistance(actor->x-b->dest->x, actor->y-b->dest->y) : 0;
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if (b->missile &&
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((!b->missile->momx || !b->missile->momy) || !Check_LOS(actor, b->missile, SHOOTFOV*3/2)))
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{
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b->sleft = !b->sleft;
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b->missile = NULL; //Probably ended its travel.
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}
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if (actor->pitch > 0)
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actor->pitch -= 80;
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else if (actor->pitch <= -60)
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actor->pitch += 80;
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//HOW TO MOVE:
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if (b->missile && (P_AproxDistance(actor->x-b->missile->x, actor->y-b->missile->y)<AVOID_DIST)) //try avoid missile got from P_Mobj.c thinking part.
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{
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Pitch (actor, b->missile);
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actor->player->angle = R_PointToAngle2(actor->x, actor->y, b->missile->x, b->missile->y);
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cmd->ucmd.sidemove = b->sleft ? -SIDERUN : SIDERUN;
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cmd->ucmd.forwardmove = -FORWARDRUN; //Back IS best.
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if ((P_AproxDistance(actor->x-b->oldx, actor->y-b->oldy)<50000)
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&& b->t_strafe<=0)
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{
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b->t_strafe = 5;
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b->sleft = !b->sleft;
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}
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//If able to see enemy while avoiding missile, still fire at enemy.
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if (b->enemy && Check_LOS (actor, b->enemy, SHOOTFOV))
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Dofire (actor, cmd); //Order bot to fire current weapon
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}
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else if (b->enemy && P_CheckSight (actor, b->enemy, 0)) //Fight!
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{
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Pitch (actor, b->enemy);
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//Check if it's more important to get an item than fight.
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if (b->dest && (b->dest->flags&MF_SPECIAL)) //Must be an item, that is close enough.
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{
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#define is(x) b->dest->IsKindOf (PClass::FindClass (#x))
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if (
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(
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(actor->health < b->skill.isp &&
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(is (Medikit) ||
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is (Stimpack) ||
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is (Soulsphere) ||
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is (Megasphere) ||
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is (CrystalVial)
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)
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) || (
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is (Invulnerability) ||
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is (Invisibility) ||
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is (Megasphere)
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) ||
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dist < (GETINCOMBAT/4) ||
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(b->ReadyWeapon == NULL || b->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON)
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)
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&& (dist < GETINCOMBAT || (b->ReadyWeapon == NULL || b->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON))
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&& Reachable (actor, b->dest))
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#undef is
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{
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goto roam; //Pick it up, no matter the situation. All bonuses are nice close up.
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}
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}
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b->dest = NULL; //To let bot turn right
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if (b->ReadyWeapon != NULL && !(b->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON))
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actor->flags &= ~MF_DROPOFF; //Don't jump off any ledges when fighting.
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if (!(b->enemy->flags3 & MF3_ISMONSTER))
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b->t_fight = AFTERTICS;
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if (b->t_strafe <= 0 &&
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(P_AproxDistance(actor->x-b->oldx, actor->y-b->oldy)<50000
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|| ((pr_botmove()%30)==10))
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)
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{
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stuck = true;
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b->t_strafe = 5;
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b->sleft = !b->sleft;
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}
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b->angle = R_PointToAngle2(actor->x, actor->y, b->enemy->x, b->enemy->y);
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if (b->ReadyWeapon == NULL ||
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P_AproxDistance(actor->x-b->enemy->x, actor->y-b->enemy->y) >
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b->ReadyWeapon->MoveCombatDist)
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{
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// If a monster, use lower speed (just for cooler apperance while strafing down doomed monster)
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cmd->ucmd.forwardmove = (b->enemy->flags3 & MF3_ISMONSTER) ? FORWARDWALK : FORWARDRUN;
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}
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else if (!stuck) //Too close, so move away.
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{
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// If a monster, use lower speed (just for cooler apperance while strafing down doomed monster)
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cmd->ucmd.forwardmove = (b->enemy->flags3 & MF3_ISMONSTER) ? -FORWARDWALK : -FORWARDRUN;
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}
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//Strafing.
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if (b->enemy->flags3 & MF3_ISMONSTER) //It's just a monster so take it down cool.
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{
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cmd->ucmd.sidemove = b->sleft ? -SIDEWALK : SIDEWALK;
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}
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else
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{
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cmd->ucmd.sidemove = b->sleft ? -SIDERUN : SIDERUN;
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}
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Dofire (actor, cmd); //Order bot to fire current weapon
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}
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else if (b->mate && !b->enemy && (!b->dest || b->dest==b->mate)) //Follow mate move.
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{
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fixed_t matedist;
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Pitch (actor, b->mate);
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if (!Reachable (actor, b->mate))
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{
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if (b->mate == b->dest && pr_botmove.Random() < 32)
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{ // [RH] If the mate is the dest, pick a new dest sometimes
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b->dest = NULL;
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}
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goto roam;
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}
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actor->player->angle = R_PointToAngle2(actor->x, actor->y, b->mate->x, b->mate->y);
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matedist = P_AproxDistance(actor->x - b->mate->x, actor->y - b->mate->y);
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if (matedist > (FRIEND_DIST*2))
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cmd->ucmd.forwardmove = FORWARDRUN;
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else if (matedist > FRIEND_DIST)
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cmd->ucmd.forwardmove = FORWARDWALK; //Walk, when starting to get close.
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else if (matedist < FRIEND_DIST-(FRIEND_DIST/3)) //Got too close, so move away.
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cmd->ucmd.forwardmove = -FORWARDWALK;
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}
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else //Roam after something.
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{
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b->first_shot = true;
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/////
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roam:
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/////
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if (b->enemy && Check_LOS (actor, b->enemy, SHOOTFOV*3/2)) //If able to see enemy while avoiding missile , still fire at it.
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Dofire (actor, cmd); //Order bot to fire current weapon
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if (b->dest && !(b->dest->flags&MF_SPECIAL) && b->dest->health < 0)
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{ //Roaming after something dead.
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b->dest = NULL;
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}
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if (b->dest == NULL)
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{
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if (b->t_fight && b->enemy) //Enemy/bot has jumped around corner. So what to do?
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{
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if (b->enemy->player)
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{
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if (((b->enemy->player->ReadyWeapon != NULL && b->enemy->player->ReadyWeapon->WeaponFlags & WIF_BOT_EXPLOSIVE) ||
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(pr_botmove()%100)>b->skill.isp) && b->ReadyWeapon != NULL && !(b->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON))
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b->dest = b->enemy;//Dont let enemy kill the bot by supressive fire. So charge enemy.
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else //hide while b->t_fight, but keep view at enemy.
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b->angle = R_PointToAngle2(actor->x, actor->y, b->enemy->x, b->enemy->y);
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} //Just a monster, so kill it.
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else
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b->dest = b->enemy;
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//VerifFavoritWeapon(actor->player); //Dont know why here.., but it must be here, i know the reason, but not why at this spot, uh.
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}
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else //Choose a distant target. to get things going.
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{
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r = pr_botmove();
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if (r < 128)
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{
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TThinkerIterator<AInventory> it (STAT_INVENTORY, firstthing);
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AInventory *item = it.Next();
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if (item != NULL || (item = it.Next()) != NULL)
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{
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r &= 63; // Only scan up to 64 entries at a time
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while (r)
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{
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--r;
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item = it.Next();
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}
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if (item == NULL)
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{
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item = it.Next();
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}
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firstthing = item;
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b->dest = item;
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}
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}
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else if (b->mate && (r < 179 || P_CheckSight(actor, b->mate)))
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{
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b->dest = b->mate;
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}
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else if ((playeringame[(r&(MAXPLAYERS-1))]) && players[(r&(MAXPLAYERS-1))].mo->health > 0)
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{
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b->dest = players[(r&(MAXPLAYERS-1))].mo;
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}
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}
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if (b->dest)
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{
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b->t_roam = MAXROAM;
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}
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}
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if (b->dest)
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{ //Bot has a target so roam after it.
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Roam (actor, cmd);
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}
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} //End of movement main part.
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if (!b->t_roam && b->dest)
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{
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b->prev = b->dest;
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b->dest = NULL;
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}
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if (b->t_fight<(AFTERTICS/2))
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actor->flags |= MF_DROPOFF;
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b->oldx = actor->x;
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b->oldy = actor->y;
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}
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//BOT_WhatToGet
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//
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//Determines if the bot will roam after an item or not.
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void DCajunMaster::WhatToGet (AActor *actor, AActor *item)
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{
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player_t *b = actor->player;
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if (b == NULL)
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{
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return;
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}
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#define typeis(x) item->IsKindOf (PClass::FindClass (#x))
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if ((item->renderflags & RF_INVISIBLE) //Under respawn and away.
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|| item == b->prev)
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{
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return;
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}
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int weapgiveammo = (alwaysapplydmflags || deathmatch) && !(dmflags & DF_WEAPONS_STAY);
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//if(pos && !bglobal.thingvis[pos->id][item->id]) continue;
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// if (item->IsKindOf (RUNTIME_CLASS(AArtifact)))
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// return; // don't know how to use artifacts
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if (item->IsKindOf (RUNTIME_CLASS(AWeapon)))
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{
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// FIXME
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AWeapon *heldWeapon;
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heldWeapon = static_cast<AWeapon *> (b->mo->FindInventory (item->GetClass()));
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if (heldWeapon != NULL)
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{
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if (!weapgiveammo)
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return;
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if ((heldWeapon->Ammo1 == NULL || heldWeapon->Ammo1->Amount >= heldWeapon->Ammo1->MaxAmount) &&
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(heldWeapon->Ammo2 == NULL || heldWeapon->Ammo2->Amount >= heldWeapon->Ammo2->MaxAmount))
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{
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return;
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}
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}
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}
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else if (item->IsKindOf (RUNTIME_CLASS(AAmmo)))
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{
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AAmmo *ammo = static_cast<AAmmo *> (item);
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const PClass *parent = ammo->GetParentAmmo ();
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AInventory *holdingammo = b->mo->FindInventory (parent);
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if (holdingammo != NULL && holdingammo->Amount >= holdingammo->MaxAmount)
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{
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return;
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}
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}
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else if ((typeis (Megasphere) || typeis (Soulsphere) || typeis (HealthBonus)) && actor->health >= deh.MaxSoulsphere)
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return;
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else if (item->IsKindOf (RUNTIME_CLASS(AHealth)) && actor->health >= deh.MaxHealth /*MAXHEALTH*/)
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return;
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if ((b->dest == NULL ||
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!(b->dest->flags & MF_SPECIAL)/* ||
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!Reachable (actor, b->dest)*/)/* &&
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Reachable (actor, item)*/) // Calling Reachable slows this down tremendously
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{
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b->prev = b->dest;
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b->dest = item;
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b->t_roam = MAXROAM;
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}
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}
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void DCajunMaster::Set_enemy (AActor *actor)
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{
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AActor *oldenemy;
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AActor **enemy = &actor->player->enemy;
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if (*enemy
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&& (*enemy)->health > 0
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&& P_CheckSight (actor, *enemy))
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{
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oldenemy = *enemy;
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}
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else
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{
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oldenemy = NULL;
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}
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// [RH] Don't even bother looking for a different enemy if this is not deathmatch
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// and we already have an existing enemy.
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if (deathmatch || !*enemy)
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{
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actor->player->allround = !!*enemy;
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*enemy = NULL;
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*enemy = Find_enemy(actor);
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if (!*enemy)
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*enemy = oldenemy; //Try go for last (it will be NULL if there wasn't anyone)
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}
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//Verify that that enemy is really something alive that bot can kill.
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if (*enemy && ((*enemy)->health < 0 || !((*enemy)->flags&MF_SHOOTABLE)))
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*enemy = NULL;
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}
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