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5256146f89
git-svn-id: https://svn.eduke32.com/eduke32@5204 1a8010ca-5511-0410-912e-c29ae57300e0
899 lines
30 KiB
C
899 lines
30 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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// JPLAYER.C
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// Copyright (c) 1996 by Jim Norwood
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#include "build.h"
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#include "mytypes.h"
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#include "keys.h"
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#include "names2.h"
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#include "panel.h"
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#include "game.h"
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#include "tags.h"
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#include "player.h"
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#include "lists.h"
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#include "warp.h"
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#include "quake.h"
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#include "common_game.h"
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#include "function.h"
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#include "control.h"
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#include "trigger.h"
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#include "savedef.h"
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#include "menus.h"
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#include "net.h"
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#include "pal.h"
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#include "bots.h"
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SWBOOL WeaponOK(PLAYERp pp);
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#define MAXANGVEL 80
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// From build.h
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#define CLIPMASK0 (((1L)<<16)+1L)
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#define CLIPMASK1 (((256L)<<16)+64L)
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// PLAYER QUOTES TO OTHER PLAYERS ////////////////////////////////////////////////////////////
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#define STARTALPHANUM 4608 // New SW font for typing in stuff, It's in ASCII order.
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#define ENDALPHANUM 4701
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#define MINIFONT 2930 // Start of small font, it's blue for good palette swapping
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#define NUMPAGES 1
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#define NUMOFFIRSTTIMEACTIVE 100 // You can save up to 100 strings in the message history queue
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char pus, pub; // Global text vars
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char fta_quotes[NUMOFFIRSTTIMEACTIVE][64];
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int gametext(int x,int y,char *t,char s,short dabits)
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{
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short ac,newx;
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char centre, *oldt;
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centre = (x == (320>>1));
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newx = 0;
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oldt = t;
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if (centre)
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{
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while (*t)
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{
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if (*t == 32) {newx+=5; t++; continue; }
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else ac = *t - '!' + STARTALPHANUM;
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if (ac < STARTALPHANUM || ac > ENDALPHANUM) break;
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if (*t >= '0' && *t <= '9')
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newx += 8;
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else newx += tilesiz[ac].x;
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t++;
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}
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t = oldt;
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x = (320>>1)-(newx>>1);
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}
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while (*t)
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{
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if (*t == 32) {x+=5; t++; continue; }
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else ac = *t - '!' + STARTALPHANUM;
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if (ac < STARTALPHANUM || ac > ENDALPHANUM)
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break;
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rotatesprite(x<<16,y<<16,65536L,0,ac,s,16,dabits,0,0,xdim-1,ydim-1);
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if (*t >= '0' && *t <= '9')
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x += 8;
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else x += tilesiz[ac].x;
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t++;
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}
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return x;
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}
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int minigametext(int x,int y,char *t,char s,short dabits)
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{
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short ac,newx;
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char centre, *oldt;
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centre = (x == (320>>1));
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newx = 0;
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oldt = t;
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if (centre)
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{
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while (*t)
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{
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if (*t == 32) {newx+=4; t++; continue; }
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else ac = *t - '!' + 2930;
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if ((ac < 2930 || ac > 3023) && *t != asc_Space) break;
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if (*t > asc_Space && *t < 127)
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{
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newx += tilesiz[ac].x;
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}
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else
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x += 4;
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t++;
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}
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t = oldt;
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x = (320>>1)-(newx>>1);
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}
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while (*t)
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{
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if (*t == 32) {x+=4; t++; continue; }
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else ac = *t - '!' + 2930;
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if ((ac < 2930 || ac > 3023) && *t != asc_Space) break;
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if (*t > asc_Space && *t < 127)
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{
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rotatesprite(x<<16,y<<16,65536L,0,ac,-128,17,dabits,0,0,xdim-1,ydim-1);
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x += tilesiz[ac].x;
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}
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else
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x += 4;
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t++;
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}
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return x;
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}
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int minitext(int x,int y,char *t,char p,char sb)
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{
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short ac;
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while (*t)
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{
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*t = toupper(*t);
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if (*t == 32) {x+=5; t++; continue; }
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else ac = *t - '!' + MINIFONT;
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rotatesprite(x<<16,y<<16,65536L,0,ac,0,p,sb,0,0,xdim-1,ydim-1);
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x += 4; // tilesiz[ac].x+1;
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t++;
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}
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return x;
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}
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int minitextshade(int x,int y,char *t,char s,char p,char sb)
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{
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short ac;
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while (*t)
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{
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*t = toupper(*t);
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if (*t == 32) {x+=5; t++; continue; }
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else ac = *t - '!' + MINIFONT;
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rotatesprite(x<<16,y<<16,65536L,0,ac,s,p,sb,0,0,xdim-1,ydim-1);
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x += 4; // tilesiz[ac].x+1;
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t++;
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}
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return x;
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}
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int quotebot, quotebotgoal;
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short user_quote_time[MAXUSERQUOTES];
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char user_quote[MAXUSERQUOTES][256];
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void adduserquote(char *daquote)
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{
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int i;
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SetRedrawScreen(Player+myconnectindex);
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for (i=MAXUSERQUOTES-1; i>0; i--)
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{
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strcpy(user_quote[i],user_quote[i-1]);
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user_quote_time[i] = user_quote_time[i-1];
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}
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strcpy(user_quote[0],daquote);
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user_quote_time[0] = 180;
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}
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void operatefta(void)
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{
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int i, j, k;
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j=MESSAGE_LINE; // Base line position on screen
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quotebot = min(quotebot,j);
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quotebotgoal = min(quotebotgoal,j);
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if (MessageInputMode)
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j -= 6; // Bump all lines up one to make room for new line
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quotebotgoal = j;
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j = quotebot;
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for (i=0; i<MAXUSERQUOTES; i++)
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{
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k = user_quote_time[i];
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if (k <= 0)
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break;
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if (gs.BorderNum <= BORDER_BAR+1)
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{
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// dont fade out
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if (k > 4)
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minigametext(320>>1,j,user_quote[i],0,2+8);
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else if (k > 2)
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minigametext(320>>1,j,user_quote[i],0,2+8+1);
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else
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minigametext(320>>1,j,user_quote[i],0,2+8+1+32);
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}
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else
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{
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// dont fade out
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minigametext(320>>1,j,user_quote[i],0,2+8);
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}
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j -= 6;
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}
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}
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//////////// Console Message Queue ////////////////////////////////////
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int conbot, conbotgoal;
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char con_quote[MAXCONQUOTES][256];
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void addconquote(char *daquote)
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{
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int i;
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for (i=MAXCONQUOTES-1; i>0; i--)
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{
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strcpy(con_quote[i],con_quote[i-1]);
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}
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strcpy(con_quote[0],daquote);
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}
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#define CON_ROT_FLAGS (ROTATE_SPRITE_CORNER|ROTATE_SPRITE_SCREEN_CLIP|ROTATE_SPRITE_NON_MASK)
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void operateconfta(void)
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{
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int i, j, k;
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if (!ConPanel) return; // If panel isn't up, don't draw anything
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// Draw the background console pic
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rotatesprite((0)<<16,(0)<<16,65536L,0,5119,0,0,CON_ROT_FLAGS,0,0,xdim-1,ydim-1);
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j=99; // Base line position on screen
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conbot = min(conbot,j);
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conbotgoal = min(conbotgoal,j);
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if (ConInputMode) j -= 6; // Bump all lines up one to make room for new line
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conbotgoal = j; j = conbot;
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for (i=0; i<MAXCONQUOTES; i++)
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{
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MNU_DrawSmallString(27, j, con_quote[i], 0, 17); // 17 = white
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j -= 6;
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}
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}
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// BOT STUFF ////////////////////////////////////////////////////////////////////////////////
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void BOT_UseInventory(PLAYERp p, short targetitem, SW_PACKET *syn)
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{
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// Try to get to item
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if (p->InventoryNum == targetitem)
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syn->bits |= (1<<SK_INV_USE);
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else
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{
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syn->bits |= (1<<SK_INV_LEFT); // Scroll to it
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syn->bits |= (1<<SK_INV_USE); // Use whatever you're on too
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}
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}
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void BOT_ChooseWeapon(PLAYERp p, USERp u, SW_PACKET *syn)
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{
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short weap;
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// If you have a nuke, fire it
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if (u->WeaponNum == WPN_MICRO && p->WpnRocketNuke && p->WpnRocketType != 2)
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{
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syn->bits ^= 15;
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syn->bits |= 4;
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}
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else
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for (weap=9; weap>=0; weap--)
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{
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if (weap <= u->WeaponNum) break;
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if (TEST(p->WpnFlags, BIT(weap)) && p->WpnAmmo[weap] > DamageData[weap].min_ammo)
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{
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syn->bits ^= 15;
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syn->bits |= weap;
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break;
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}
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}
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}
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int getspritescore(int snum, int dapicnum)
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{
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switch (dapicnum)
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{
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case ICON_STAR: return 5;
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case ICON_UZI: return 20;
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case ICON_UZIFLOOR: return 20;
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case ICON_LG_UZI_AMMO: return 15;
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case ICON_HEART: return 160;
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case ICON_HEART_LG_AMMO: return 60;
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case ICON_GUARD_HEAD: return 170;
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case ICON_FIREBALL_LG_AMMO: return 70;
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case ICON_ROCKET: return 100;
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case ICON_SHOTGUN: return 130;
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case ICON_LG_ROCKET: return 100;
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case ICON_LG_SHOTSHELL: return 30;
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case ICON_MICRO_GUN: return 200;
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case ICON_MICRO_BATTERY: return 100;
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case ICON_GRENADE_LAUNCHER: return 150;
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case ICON_LG_GRENADE: return 50;
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case ICON_LG_MINE: return 150;
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case ICON_RAIL_GUN: return 180;
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case ICON_RAIL_AMMO: return 80;
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case ST_QUICK_EXIT:
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case ST_QUICK_SCAN:
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case ICON_MEDKIT:
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case ICON_CHEMBOMB:
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case ICON_FLASHBOMB:
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case ICON_NUKE:
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case ICON_CALTROPS:
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case TRACK_SPRITE:
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case ST1:
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case ST2:
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case ST_QUICK_JUMP:
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case ST_QUICK_JUMP_DOWN:
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case ST_QUICK_SUPER_JUMP: return 120; break;
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// Commented out for now, example.
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// case FREEZEAMMO: if (ps[snum].ammo_amount[FREEZE_WEAPON] < max_ammo_amount[FREEZE_WEAPON]) return(10); else return(0);
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}
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return 0;
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}
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static int fdmatrix[13][13] =
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{
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//SWRD SHUR UZI SHOT RPG 40MM MINE RAIL HEAD HEAD2HEAD3HEART
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{ 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128}, //SWRD
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{1024, 512, 128, 128,2560, 128,2560, 128,2560,2560,2560, 128, 128}, //SHUR
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{2560,1024, 512, 512,2560, 128,2560,2560,1024,2560,2560,2560,2560}, //UZI
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{ 512, 512, 512, 512,2560, 128,2560, 512, 512, 512, 512, 512, 512}, //SHOT
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{2560,2560,2560,2560,2560,2560,2560,2560,2560,2560,2560,2560,2560}, //RPG
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{ 512, 512, 512, 512,2048, 512,2560,2560, 512,2560,2560,2560,2560}, //40MM
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{ 128, 128, 128, 128, 512, 128, 128, 128, 128, 128, 128, 128, 128}, //MINE
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{1536,1536,1536,1536,2560,1536,1536,1536,1536,1536,1536,1536,1536}, //RAIL
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{2560,1024, 512,1024,1024,1024,2560, 512,1024,2560,2560, 512, 512}, //HEAD1
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{ 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128}, //HEAD2
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{ 512, 512, 512, 512, 512, 512, 512, 512, 512, 512, 512, 512, 512}, //HEAD3
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{1024, 512, 128, 128,2560, 512,2560,1024, 128,2560,1024,1024,1024}, //HEART
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};
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static int goalx[MAX_SW_PLAYERS_REG], goaly[MAX_SW_PLAYERS_REG], goalz[MAX_SW_PLAYERS_REG];
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static int goalsect[MAX_SW_PLAYERS_REG], goalwall[MAX_SW_PLAYERS_REG], goalsprite[MAX_SW_PLAYERS_REG];
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static int goalplayer[MAX_SW_PLAYERS_REG], clipmovecount[MAX_SW_PLAYERS_REG];
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short searchsect[MAXSECTORS], searchparent[MAXSECTORS];
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char dashow2dsector[(MAXSECTORS+7)>>3];
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void computergetinput(int snum, SW_PACKET *syn)
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{
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int i, j, k, l, x1, y1, z1, x2, y2, z2, dx, dy, nextj;
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int dist, daang, zang, fightdist, damyang, damysect;
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int startsect, endsect, splc, send, startwall, endwall;
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hitdata_t hitinfo;
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PLAYERp p;
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walltype *wal;
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int myx, myy, myz, myang, mycursectnum;
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USERp u;
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short weap;
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//extern SWBOOL Pachinko_Win_Cheat;
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if (!MoveSkip4) return; // Make it so the bots don't slow the game down so bad!
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p = &Player[snum];
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u = User[p->PlayerSprite]; // Set user struct
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// Copy current weapon number to player struct
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p->WpnNum = u->WeaponNum;
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if (p->WpnNum >= MAX_WEAPONS) p->WpnNum = MAX_WEAPONS-1;
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// Init local position variables
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myx = p->posx;
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myy = p->posy;
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myz = p->posz;
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myang = p->pang;
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mycursectnum = p->cursectnum;
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// Reset input bits
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syn->vel = 0;
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syn->svel = 0;
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syn->angvel = 0;
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syn->aimvel = 0;
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syn->bits = 0;
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x1 = p->posx;
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y1 = p->posy;
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z1 = p->posz;
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damyang = p->pang;
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damysect = sprite[p->PlayerSprite].sectnum;
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if ((numplayers >= 2) && (snum == myconnectindex))
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{ x1 = myx; y1 = myy; z1 = myz+PLAYER_HEIGHT; damyang = myang; damysect = mycursectnum; }
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// Always operate everything
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syn->bits |= (1<<SK_OPERATE);
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// If bot can't see the goal enemy, set target to himself so that he
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// will pick a new target
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if (TEST(Player[goalplayer[snum]].Flags, PF_DEAD) || STD_RANDOM_RANGE(1000) > 800)
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goalplayer[snum] = snum;
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else
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{
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x2 = Player[goalplayer[snum]].posx;
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y2 = Player[goalplayer[snum]].posy;
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z2 = Player[goalplayer[snum]].posz;
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if (!FAFcansee(x1,y1,z1-(48<<8),damysect,x2,y2,z2-(48<<8),sprite[Player[goalplayer[snum]].PlayerSprite].sectnum))
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goalplayer[snum] = snum;
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}
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// Pick a new target player if goal is dead or target is itself
|
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if (goalplayer[snum] == snum)
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{
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j = 0x7fffffff;
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for (i=connecthead; i>=0; i=connectpoint2[i])
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if (i != snum)
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{
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if (TEST(Player[i].Flags, PF_DEAD))
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continue;
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x2 = Player[i].posx;
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y2 = Player[i].posy;
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z2 = Player[i].posz;
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if (!FAFcansee(x1,y1,z1-(48<<8),damysect,x2,y2,z2-(48<<8),sprite[Player[i].PlayerSprite].sectnum))
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continue;
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|
|
dist = ksqrt((sprite[Player[i].PlayerSprite].x-x1)*(sprite[Player[i].PlayerSprite].x-x1)+(sprite[Player[i].PlayerSprite].y-y1)*(sprite[Player[i].PlayerSprite].y-y1));
|
|
|
|
if (dist < j) { j = dist; goalplayer[snum] = i; }
|
|
}
|
|
}
|
|
|
|
// Pick a weapon
|
|
BOT_ChooseWeapon(p, u, syn);
|
|
|
|
// x2,y2,z2 is the coordinates of the target sprite
|
|
x2 = Player[goalplayer[snum]].posx;
|
|
y2 = Player[goalplayer[snum]].posy;
|
|
z2 = Player[goalplayer[snum]].posz;
|
|
|
|
// If bot is dead, either barf or respawn
|
|
if (TEST(p->Flags, PF_DEAD))
|
|
{
|
|
if (STD_RANDOM_RANGE(1000) > 990)
|
|
{
|
|
syn->bits |= (1<<SK_SPACE_BAR); // Respawn
|
|
}
|
|
else
|
|
syn->bits |= (1<<SK_SHOOT); // Try to barf
|
|
}
|
|
|
|
// Need Health?
|
|
if (u->Health < p->MaxHealth)
|
|
BOT_UseInventory(p, INVENTORY_MEDKIT, syn);
|
|
|
|
// Check the missile stat lists to see what's being fired and
|
|
// take the appropriate action
|
|
TRAVERSE_SPRITE_STAT(headspritestat[STAT_MISSILE], j, nextj)
|
|
{
|
|
switch (sprite[j].picnum)
|
|
{
|
|
case FIREBALL: k = 0; break;
|
|
case BOLT_THINMAN_R0:
|
|
k = 0;
|
|
syn->bits |= (1<<SK_JUMP); // Always jump when rockets being fired!
|
|
break;
|
|
default: k = 0; break;
|
|
}
|
|
if (k)
|
|
{
|
|
hitinfo.pos.x = sprite[j].x;
|
|
hitinfo.pos.y = sprite[j].y;
|
|
hitinfo.pos.z = sprite[j].z;
|
|
for (l=0; l<=8; l++)
|
|
{
|
|
if (tmulscale11(hitinfo.pos.x-x1,hitinfo.pos.x-x1,hitinfo.pos.y-y1,hitinfo.pos.y-y1,(hitinfo.pos.z-z1)>>4,(hitinfo.pos.z-z1)>>4) < 3072)
|
|
{
|
|
dx = sintable[(sprite[j].ang+512)&2047];
|
|
dy = sintable[sprite[j].ang&2047];
|
|
if ((x1-hitinfo.pos.x)*dy > (y1-hitinfo.pos.y)*dx) i = -k*512; else i = k*512;
|
|
syn->vel -= mulscale17(dy,i);
|
|
syn->svel += mulscale17(dx,i);
|
|
}
|
|
|
|
if (l < 7)
|
|
{
|
|
hitinfo.pos.x += (mulscale14(sprite[j].xvel,sintable[(sprite[j].ang+512)&2047])<<2);
|
|
hitinfo.pos.y += (mulscale14(sprite[j].xvel,sintable[sprite[j].ang&2047])<<2);
|
|
hitinfo.pos.z += (sprite[j].zvel<<2);
|
|
}
|
|
else
|
|
{
|
|
hitscan((vec3_t *)&sprite[j],sprite[j].sectnum,
|
|
mulscale14(sprite[j].xvel,sintable[(sprite[j].ang+512)&2047]),
|
|
mulscale14(sprite[j].xvel,sintable[sprite[j].ang&2047]),
|
|
(int)sprite[j].zvel,
|
|
&hitinfo,CLIPMASK1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
if (!TEST(Player[goalplayer[snum]].Flags, PF_DEAD) && snum != goalplayer[snum] &&
|
|
((FAFcansee(x1,y1,z1-(24<<8),damysect,x2,y2,z2-(24<<8),sprite[Player[goalplayer[snum]].PlayerSprite].sectnum)) ||
|
|
(FAFcansee(x1,y1,z1-(48<<8),damysect,x2,y2,z2-(48<<8),sprite[Player[goalplayer[snum]].PlayerSprite].sectnum))))
|
|
{
|
|
// Shoot how often by skill level
|
|
short shootrnd=0;
|
|
|
|
shootrnd = STD_RANDOM_RANGE(1000);
|
|
|
|
if ((Skill == 0 && shootrnd > 990) ||
|
|
(Skill == 1 && shootrnd > 550) ||
|
|
(Skill == 2 && shootrnd > 350) ||
|
|
(Skill == 3))
|
|
syn->bits |= (1<<SK_SHOOT);
|
|
else
|
|
syn->bits &= ~(1<<SK_SHOOT);
|
|
|
|
// Jump sometimes, to try to be evasive
|
|
if (STD_RANDOM_RANGE(256) > 252)
|
|
syn->bits |= (1<<SK_JUMP);
|
|
|
|
// Make sure selected weapon is in range
|
|
//ASSERT(p->WpnNum < MAX_WEAPONS);
|
|
//ASSERT(Player[goalplayer[snum]].WpnNum < MAX_WEAPONS);
|
|
|
|
// Only fire explosive type weaps if you are not too close to the target!
|
|
if (u->WeaponNum == WPN_MICRO || u->WeaponNum == WPN_GRENADE || u->WeaponNum == WPN_RAIL)
|
|
{
|
|
vec3_t hit_pos = { x1, y1, z1-PLAYER_HEIGHT };
|
|
hitscan(&hit_pos,damysect,sintable[(damyang+512)&2047],sintable[damyang&2047],
|
|
(100-p->horiz-p->horizoff)*32,&hitinfo,CLIPMASK1);
|
|
if ((hitinfo.pos.x-x1)*(hitinfo.pos.x-x1)+(hitinfo.pos.y-y1)*(hitinfo.pos.y-y1) < 2560*2560) syn->bits &= ~(1<<SK_SHOOT);
|
|
}
|
|
|
|
// Get fighting distance based on you and your opponents current weapons
|
|
fightdist = fdmatrix[p->WpnNum][Player[goalplayer[snum]].WpnNum];
|
|
if (fightdist < 128) fightdist = 128;
|
|
|
|
// Figure out your distance from the enemy target sprite
|
|
dist = ksqrt((x2-x1)*(x2-x1)+(y2-y1)*(y2-y1)); if (dist == 0) dist = 1;
|
|
daang = NORM_ANGLE(getangle(x2+(Player[goalplayer[snum]].xvect>>14)-x1,y2+(Player[goalplayer[snum]].yvect>>14)-y1));
|
|
|
|
zang = 100-((z2-z1)*8)/dist;
|
|
fightdist = max(fightdist,(klabs(z2-z1)>>4));
|
|
|
|
hitinfo.pos.x = x2+((x1-x2)*fightdist/dist);
|
|
hitinfo.pos.y = y2+((y1-y2)*fightdist/dist);
|
|
syn->vel += (hitinfo.pos.x-x1)*2047/dist;
|
|
syn->svel += (hitinfo.pos.y-y1)*2047/dist;
|
|
|
|
//Strafe attack
|
|
if (fightdist)
|
|
{
|
|
j = totalclock+snum*13468;
|
|
i = sintable[(j<<6)&2047];
|
|
i += sintable[((j+4245)<<5)&2047];
|
|
i += sintable[((j+6745)<<4)&2047];
|
|
i += sintable[((j+15685)<<3)&2047];
|
|
dx = sintable[(sprite[Player[goalplayer[snum]].PlayerSprite].ang+512)&2047];
|
|
dy = sintable[sprite[Player[goalplayer[snum]].PlayerSprite].ang&2047];
|
|
if ((x1-x2)*dy > (y1-y2)*dx) i += 8192; else i -= 8192;
|
|
syn->vel += ((sintable[(daang+1024)&2047]*i)>>17);
|
|
syn->svel += ((sintable[(daang+512)&2047]*i)>>17);
|
|
}
|
|
|
|
// Make aiming and running speed suck by skill level
|
|
if (Skill == 0)
|
|
{
|
|
daang = NORM_ANGLE((daang-256) + STD_RANDOM_RANGE(512));
|
|
syn->vel -= syn->vel/2;
|
|
syn->svel -= syn->svel/2;
|
|
}
|
|
else if (Skill == 1)
|
|
{
|
|
daang = NORM_ANGLE((daang-128) + STD_RANDOM_RANGE(256));
|
|
syn->vel -= syn->vel/8;
|
|
syn->svel -= syn->svel/8;
|
|
}
|
|
else if (Skill == 2)
|
|
daang = NORM_ANGLE((daang-64) + STD_RANDOM_RANGE(128));
|
|
|
|
// Below formula fails in certain cases
|
|
//syn->angvel = min(max((((daang+1024-damyang)&2047)-1024)>>1,-MAXANGVEL),MAXANGVEL); //was 127
|
|
p->pang = daang;
|
|
syn->aimvel = min(max((zang-p->horiz)>>1,-PLAYER_HORIZ_MAX),PLAYER_HORIZ_MAX);
|
|
// Sets type of aiming, auto aim for bots
|
|
syn->bits |= (1<<SK_AUTO_AIM);
|
|
return;
|
|
}
|
|
|
|
goalsect[snum] = -1;
|
|
|
|
#if 1
|
|
if (goalsect[snum] < 0)
|
|
{
|
|
goalwall[snum] = -1;
|
|
startsect = sprite[p->PlayerSprite].sectnum;
|
|
endsect = sprite[Player[goalplayer[snum]].PlayerSprite].sectnum;
|
|
|
|
clearbufbyte(dashow2dsector,(MAXSECTORS+7)>>3,0L);
|
|
searchsect[0] = startsect;
|
|
searchparent[0] = -1;
|
|
dashow2dsector[startsect>>3] |= (1<<(startsect&7));
|
|
for (splc=0,send=1; splc<send; splc++)
|
|
{
|
|
startwall = sector[searchsect[splc]].wallptr;
|
|
endwall = startwall + sector[searchsect[splc]].wallnum;
|
|
for (i=startwall,wal=&wall[startwall]; i<endwall; i++,wal++)
|
|
{
|
|
j = wal->nextsector; if (j < 0) continue;
|
|
|
|
dx = ((wall[wal->point2].x+wal->x)>>1);
|
|
dy = ((wall[wal->point2].y+wal->y)>>1);
|
|
if ((getceilzofslope(j,dx,dy) > getflorzofslope(j,dx,dy)-(28<<8)) && ((sector[j].lotag < 15) || (sector[j].lotag > 22)))
|
|
continue;
|
|
if (getflorzofslope(j,dx,dy) < getflorzofslope(searchsect[splc],dx,dy)-(72<<8))
|
|
continue;
|
|
if ((dashow2dsector[j>>3]&(1<<(j&7))) == 0)
|
|
{
|
|
dashow2dsector[j>>3] |= (1<<(j&7));
|
|
searchsect[send] = (short)j;
|
|
searchparent[send] = (short)splc;
|
|
send++;
|
|
if (j == endsect)
|
|
{
|
|
clearbufbyte(dashow2dsector,(MAXSECTORS+7)>>3,0L);
|
|
for (k=send-1; k>=0; k=searchparent[k])
|
|
dashow2dsector[searchsect[k]>>3] |= (1<<(searchsect[k]&7));
|
|
|
|
for (k=send-1; k>=0; k=searchparent[k])
|
|
if (!searchparent[k]) break;
|
|
|
|
goalsect[snum] = searchsect[k];
|
|
startwall = sector[goalsect[snum]].wallptr;
|
|
endwall = startwall+sector[goalsect[snum]].wallnum;
|
|
hitinfo.pos.x = hitinfo.pos.y = 0;
|
|
for (i=startwall; i<endwall; i++)
|
|
{
|
|
hitinfo.pos.x += wall[i].x;
|
|
hitinfo.pos.y += wall[i].y;
|
|
}
|
|
hitinfo.pos.x /= (endwall-startwall);
|
|
hitinfo.pos.y /= (endwall-startwall);
|
|
|
|
startwall = sector[startsect].wallptr;
|
|
endwall = startwall+sector[startsect].wallnum;
|
|
l = 0; k = startwall;
|
|
for (i=startwall; i<endwall; i++)
|
|
{
|
|
if (wall[i].nextsector != goalsect[snum]) continue;
|
|
dx = wall[wall[i].point2].x-wall[i].x;
|
|
dy = wall[wall[i].point2].y-wall[i].y;
|
|
|
|
//if (dx*(y1-wall[i].y) <= dy*(x1-wall[i].x))
|
|
// if (dx*(y2-wall[i].y) >= dy*(x2-wall[i].x))
|
|
if ((hitinfo.pos.x-x1)*(wall[i].y-y1) <= (hitinfo.pos.y-y1)*(wall[i].x-x1))
|
|
if ((hitinfo.pos.x-x1)*(wall[wall[i].point2].y-y1) >= (hitinfo.pos.y-y1)*(wall[wall[i].point2].x-x1))
|
|
{ k = i; break; }
|
|
|
|
dist = ksqrt(dx*dx+dy*dy);
|
|
if (dist > l) { l = dist; k = i; }
|
|
}
|
|
goalwall[snum] = k;
|
|
daang = ((getangle(wall[wall[k].point2].x-wall[k].x,wall[wall[k].point2].y-wall[k].y)+1536)&2047);
|
|
goalx[snum] = ((wall[k].x+wall[wall[k].point2].x)>>1)+(sintable[(daang+512)&2047]>>8);
|
|
goaly[snum] = ((wall[k].y+wall[wall[k].point2].y)>>1)+(sintable[daang&2047]>>8);
|
|
goalz[snum] = sector[goalsect[snum]].floorz-(32<<8);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
for (i=headspritesect[searchsect[splc]]; i>=0; i=nextspritesect[i])
|
|
if (sprite[i].lotag == 7)
|
|
{
|
|
j = sprite[sprite[i].owner].sectnum;
|
|
if ((dashow2dsector[j>>3]&(1<<(j&7))) == 0)
|
|
{
|
|
dashow2dsector[j>>3] |= (1<<(j&7));
|
|
searchsect[send] = (short)j;
|
|
searchparent[send] = (short)splc;
|
|
send++;
|
|
if (j == endsect)
|
|
{
|
|
clearbufbyte(dashow2dsector,(MAXSECTORS+7)>>3,0L);
|
|
for (k=send-1; k>=0; k=searchparent[k])
|
|
dashow2dsector[searchsect[k]>>3] |= (1<<(searchsect[k]&7));
|
|
|
|
for (k=send-1; k>=0; k=searchparent[k])
|
|
if (!searchparent[k]) break;
|
|
|
|
goalsect[snum] = searchsect[k];
|
|
startwall = sector[startsect].wallptr;
|
|
endwall = startwall+sector[startsect].wallnum;
|
|
l = 0; k = startwall;
|
|
for (i=startwall; i<endwall; i++)
|
|
{
|
|
dx = wall[wall[i].point2].x-wall[i].x;
|
|
dy = wall[wall[i].point2].y-wall[i].y;
|
|
dist = ksqrt(dx*dx+dy*dy);
|
|
if ((wall[i].nextsector == goalsect[snum]) && (dist > l))
|
|
{ l = dist; k = i; }
|
|
}
|
|
goalwall[snum] = k;
|
|
daang = ((getangle(wall[wall[k].point2].x-wall[k].x,wall[wall[k].point2].y-wall[k].y)+1536)&2047);
|
|
goalx[snum] = ((wall[k].x+wall[wall[k].point2].x)>>1)+(sintable[(daang+512)&2047]>>8);
|
|
goaly[snum] = ((wall[k].y+wall[wall[k].point2].y)>>1)+(sintable[daang&2047]>>8);
|
|
goalz[snum] = sector[goalsect[snum]].floorz-(32<<8);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (goalwall[snum] >= 0) break;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
if ((goalsect[snum] < 0) || (goalwall[snum] < 0))
|
|
{
|
|
if (goalsprite[snum] < 0)
|
|
{
|
|
for (k=0; k<4; k++)
|
|
{
|
|
i = (rand()%numsectors);
|
|
for (j=headspritesect[i]; j>=0; j=nextspritesect[j])
|
|
{
|
|
if ((sprite[j].xrepeat <= 0) || (sprite[j].yrepeat <= 0)) continue;
|
|
if (getspritescore(snum,sprite[j].picnum) <= 0) continue;
|
|
if (FAFcansee(x1,y1,z1-(32<<8),damysect,sprite[j].x,sprite[j].y,sprite[j].z-(4<<8),i))
|
|
{ goalx[snum] = sprite[j].x; goaly[snum] = sprite[j].y; goalz[snum] = sprite[j].z; goalsprite[snum] = j; break; }
|
|
}
|
|
}
|
|
}
|
|
x2 = goalx[snum];
|
|
y2 = goaly[snum];
|
|
dist = ksqrt((x2-x1)*(x2-x1)+(y2-y1)*(y2-y1)); if (!dist) return;
|
|
daang = getangle(x2-x1,y2-y1);
|
|
syn->vel += (x2-x1)*2047/dist;
|
|
syn->svel += (y2-y1)*2047/dist;
|
|
syn->angvel = min(max((((daang+1024-damyang)&2047)-1024)>>3,-MAXANGVEL),MAXANGVEL);
|
|
}
|
|
else
|
|
goalsprite[snum] = -1;
|
|
#endif
|
|
|
|
hitinfo.pos.x = p->posx; hitinfo.pos.y = p->posy; hitinfo.pos.z = p->posz; hitinfo.sect = p->cursectnum;
|
|
i = clipmove(&hitinfo.pos,&hitinfo.sect,p->xvect,p->yvect,164L,4L<<8,4L<<8,CLIPMASK0);
|
|
if (!i)
|
|
{
|
|
hitinfo.pos.x = p->posx; hitinfo.pos.y = p->posy; hitinfo.pos.z = p->posz+(24<<8); hitinfo.sect = p->cursectnum;
|
|
i = clipmove(&hitinfo.pos,&hitinfo.sect,p->xvect,p->yvect,164L,4L<<8,4L<<8,CLIPMASK0);
|
|
}
|
|
if (i)
|
|
{
|
|
clipmovecount[snum]++;
|
|
|
|
j = 0;
|
|
if ((i&0xc000) == 32768) //Hit a wall (49152 for sprite)
|
|
if (wall[i&(MAXWALLS-1)].nextsector >= 0)
|
|
{
|
|
if (getflorzofslope(wall[i&(MAXWALLS-1)].nextsector,p->posx,p->posy) <= p->posz+(24<<8)) j |= 1;
|
|
if (getceilzofslope(wall[i&(MAXWALLS-1)].nextsector,p->posx,p->posy) >= p->posz-(24<<8)) j |= 2;
|
|
}
|
|
if ((i&0xc000) == 49152) j = 1;
|
|
// Jump
|
|
if (j&1) if (clipmovecount[snum] == 4) syn->bits |= (1<<SK_JUMP);
|
|
// Crawl
|
|
if (j&2) syn->bits |= (1<<SK_CRAWL);
|
|
|
|
//Strafe attack
|
|
daang = getangle(x2-x1,y2-y1);
|
|
if ((i&0xc000) == 32768)
|
|
daang = getangle(wall[wall[i&(MAXWALLS-1)].point2].x-wall[i&(MAXWALLS-1)].x,wall[wall[i&(MAXWALLS-1)].point2].y-wall[i&(MAXWALLS-1)].y);
|
|
j = totalclock+snum*13468;
|
|
i = sintable[(j<<6)&2047];
|
|
i += sintable[((j+4245)<<5)&2047];
|
|
i += sintable[((j+6745)<<4)&2047];
|
|
i += sintable[((j+15685)<<3)&2047];
|
|
syn->vel += ((sintable[(daang+1024)&2047]*i)>>17);
|
|
syn->svel += ((sintable[(daang+512)&2047]*i)>>17);
|
|
|
|
// Try to Open
|
|
if ((clipmovecount[snum]&31) == 2) syn->bits |= (1<<SK_OPERATE);
|
|
// *TODO: In Duke, this is Kick, but I need to select sword then fire in SW
|
|
// if ((clipmovecount[snum]&31) == 17) syn->bits |= (1<<22);
|
|
if (clipmovecount[snum] > 32) { goalsect[snum] = -1; goalwall[snum] = -1; clipmovecount[snum] = 0; }
|
|
|
|
goalsprite[snum] = -1;
|
|
}
|
|
else
|
|
clipmovecount[snum] = 0;
|
|
|
|
if ((goalsect[snum] >= 0) && (goalwall[snum] >= 0))
|
|
{
|
|
x2 = goalx[snum];
|
|
y2 = goaly[snum];
|
|
dist = ksqrt((x2-x1)*(x2-x1)+(y2-y1)*(y2-y1)); if (!dist) return;
|
|
daang = getangle(x2-x1,y2-y1);
|
|
if ((goalwall[snum] >= 0) && (dist < 4096))
|
|
daang = ((getangle(wall[wall[goalwall[snum]].point2].x-wall[goalwall[snum]].x,wall[wall[goalwall[snum]].point2].y-wall[goalwall[snum]].y)+1536)&2047);
|
|
syn->vel += (x2-x1)*2047/dist;
|
|
syn->svel += (y2-y1)*2047/dist;
|
|
syn->angvel = min(max((((daang+1024-damyang)&2047)-1024)>>3,-MAXANGVEL),MAXANGVEL);
|
|
}
|
|
|
|
|
|
/*
|
|
// Use extended bot logic for navigation through level
|
|
goalsect[snum] = -1;
|
|
goalwall[snum] = -1;
|
|
goalsprite[snum] = -1;
|
|
|
|
// Go to a goal place
|
|
if ((goalsect[snum] >= 0) && (goalwall[snum] >= 0))
|
|
{
|
|
x2 = goalx[snum];
|
|
y2 = goaly[snum];
|
|
dist = ksqrt((x2-x1)*(x2-x1)+(y2-y1)*(y2-y1)); if (!dist) return;
|
|
daang = getangle(x2-x1,y2-y1);
|
|
if ((goalwall[snum] >= 0) && (dist < 4096))
|
|
daang = ((getangle(wall[wall[goalwall[snum]].point2].x-wall[goalwall[snum]].x,wall[wall[goalwall[snum]].point2].y-wall[goalwall[snum]].y)+1536)&2047);
|
|
syn->vel += (x2-x1)*2047/dist;
|
|
syn->svel += (y2-y1)*2047/dist;
|
|
syn->angvel = min(max((((daang+1024-damyang)&2047)-1024)>>3,-MAXANGVEL),MAXANGVEL);
|
|
}
|
|
*/
|
|
}
|
|
|