- Moved bot related variables from player_t into a new FBot class.
This commit is contained in:
parent
952d03da7c
commit
83d84eaae9
20 changed files with 325 additions and 344 deletions
172
src/b_think.cpp
172
src/b_think.cpp
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@ -28,13 +28,13 @@ void FCajunMaster::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->player->Bot.enemy && actor->player->Bot.enemy->health <= 0)
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actor->player->Bot.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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actor->player->Bot.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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@ -52,17 +52,17 @@ void FCajunMaster::Think (AActor *actor, ticcmd_t *cmd)
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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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if (actor->player->Bot.t_active) actor->player->Bot.t_active--;
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if (actor->player->Bot.t_strafe) actor->player->Bot.t_strafe--;
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if (actor->player->Bot.t_react) actor->player->Bot.t_react--;
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if (actor->player->Bot.t_fight) actor->player->Bot.t_fight--;
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if (actor->player->Bot.t_rocket) actor->player->Bot.t_rocket--;
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if (actor->player->Bot.t_roam) actor->player->Bot.t_roam--;
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//Respawn ticker
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if (actor->player->t_respawn)
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if (actor->player->Bot.t_respawn)
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{
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actor->player->t_respawn--;
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actor->player->Bot.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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@ -80,17 +80,17 @@ void FCajunMaster::ThinkForMove (AActor *actor, ticcmd_t *cmd)
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int r;
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b = actor->player;
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if (!b->isbot)
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if (!b->Bot.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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dist = b->Bot.dest ? P_AproxDistance(actor->x-b->Bot.dest->x, actor->y-b->Bot.dest->y) : 0;
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if (b->missile &&
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((!b->missile->velx || !b->missile->vely) || !Check_LOS(actor, b->missile, SHOOTFOV*3/2)))
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if (b->Bot.missile &&
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((!b->Bot.missile->velx || !b->Bot.missile->vely) || !Check_LOS(actor, b->Bot.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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b->Bot.sleft = !b->Bot.sleft;
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b->Bot.missile = NULL; //Probably ended its travel.
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}
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if (actor->pitch > 0)
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@ -99,35 +99,35 @@ void FCajunMaster::ThinkForMove (AActor *actor, ticcmd_t *cmd)
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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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if (b->Bot.missile && (P_AproxDistance(actor->x-b->Bot.missile->x, actor->y-b->Bot.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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Pitch (actor, b->Bot.missile);
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actor->player->Bot.angle = R_PointToAngle2(actor->x, actor->y, b->Bot.missile->x, b->Bot.missile->y);
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cmd->ucmd.sidemove = b->Bot.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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if ((P_AproxDistance(actor->x-b->Bot.oldx, actor->y-b->Bot.oldy)<50000)
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&& b->Bot.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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b->Bot.t_strafe = 5;
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b->Bot.sleft = !b->Bot.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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if (b->Bot.enemy && Check_LOS (actor, b->Bot.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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else if (b->Bot.enemy && P_CheckSight (actor, b->Bot.enemy, 0)) //Fight!
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{
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Pitch (actor, b->enemy);
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Pitch (actor, b->Bot.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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if (b->Bot.dest && (b->Bot.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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#define is(x) b->Bot.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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(actor->health < b->Bot.skill.isp &&
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(is (Medikit) ||
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is (Stimpack) ||
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is (Soulsphere) ||
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@ -143,75 +143,75 @@ void FCajunMaster::ThinkForMove (AActor *actor, ticcmd_t *cmd)
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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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&& Reachable (actor, b->Bot.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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b->Bot.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->Bot.enemy->flags3 & MF3_ISMONSTER))
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b->Bot.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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if (b->Bot.t_strafe <= 0 &&
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(P_AproxDistance(actor->x-b->Bot.oldx, actor->y-b->Bot.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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b->Bot.t_strafe = 5;
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b->Bot.sleft = !b->Bot.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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b->Bot.angle = R_PointToAngle2(actor->x, actor->y, b->Bot.enemy->x, b->Bot.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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P_AproxDistance(actor->x-b->Bot.enemy->x, actor->y-b->Bot.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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cmd->ucmd.forwardmove = (b->Bot.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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cmd->ucmd.forwardmove = (b->Bot.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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if (b->Bot.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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cmd->ucmd.sidemove = b->Bot.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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cmd->ucmd.sidemove = b->Bot.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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else if (b->Bot.mate && !b->Bot.enemy && (!b->Bot.dest || b->Bot.dest==b->Bot.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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Pitch (actor, b->Bot.mate);
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if (!Reachable (actor, b->mate))
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if (!Reachable (actor, b->Bot.mate))
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{
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if (b->mate == b->dest && pr_botmove.Random() < 32)
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if (b->Bot.mate == b->Bot.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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b->Bot.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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actor->player->Bot.angle = R_PointToAngle2(actor->x, actor->y, b->Bot.mate->x, b->Bot.mate->y);
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matedist = P_AproxDistance(actor->x - b->mate->x, actor->y - b->mate->y);
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matedist = P_AproxDistance(actor->x - b->Bot.mate->x, actor->y - b->Bot.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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@ -221,33 +221,33 @@ void FCajunMaster::ThinkForMove (AActor *actor, ticcmd_t *cmd)
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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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b->Bot.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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if (b->Bot.enemy && Check_LOS (actor, b->Bot.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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if (b->Bot.dest && !(b->Bot.dest->flags&MF_SPECIAL) && b->Bot.dest->health < 0)
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{ //Roaming after something dead.
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b->dest = NULL;
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b->Bot.dest = NULL;
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}
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if (b->dest == NULL)
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if (b->Bot.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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if (b->Bot.t_fight && b->Bot.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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if (b->Bot.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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if (((b->Bot.enemy->player->ReadyWeapon != NULL && b->Bot.enemy->player->ReadyWeapon->WeaponFlags & WIF_BOT_EXPLOSIVE) ||
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(pr_botmove()%100)>b->Bot.skill.isp) && b->ReadyWeapon != NULL && !(b->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON))
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b->Bot.dest = b->Bot.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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b->Bot.angle = R_PointToAngle2(actor->x, actor->y, b->Bot.enemy->x, b->Bot.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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b->Bot.dest = b->Bot.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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@ -272,42 +272,42 @@ void FCajunMaster::ThinkForMove (AActor *actor, ticcmd_t *cmd)
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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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b->Bot.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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else if (b->Bot.mate && (r < 179 || P_CheckSight(actor, b->Bot.mate)))
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{
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b->dest = b->mate;
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b->Bot.dest = b->Bot.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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b->Bot.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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if (b->Bot.dest)
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{
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b->t_roam = MAXROAM;
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b->Bot.t_roam = MAXROAM;
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}
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}
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if (b->dest)
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if (b->Bot.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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if (!b->Bot.t_roam && b->Bot.dest)
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{
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b->prev = b->dest;
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b->dest = NULL;
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b->Bot.prev = b->Bot.dest;
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b->Bot.dest = NULL;
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}
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if (b->t_fight<(AFTERTICS/2))
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if (b->Bot.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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b->Bot.oldx = actor->x;
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b->Bot.oldy = actor->y;
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}
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//BOT_WhatToGet
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@ -324,7 +324,7 @@ void FCajunMaster::WhatToGet (AActor *actor, AActor *item)
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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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|| item == b->Bot.prev)
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{
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return;
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}
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@ -366,21 +366,21 @@ void FCajunMaster::WhatToGet (AActor *actor, AActor *item)
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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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if ((b->Bot.dest == NULL ||
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!(b->Bot.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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b->Bot.prev = b->Bot.dest;
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b->Bot.dest = item;
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b->Bot.t_roam = MAXROAM;
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}
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}
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void FCajunMaster::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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AActor **enemy = &actor->player->Bot.enemy;
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if (*enemy
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&& (*enemy)->health > 0
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@ -397,7 +397,7 @@ void FCajunMaster::Set_enemy (AActor *actor)
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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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actor->player->Bot.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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