- Moved bot specific functions into DBot.

This commit is contained in:
ChillyDoom 2014-11-29 17:03:58 +00:00
commit e7da849f77
6 changed files with 335 additions and 351 deletions

View file

@ -24,24 +24,23 @@
static FRandom pr_botdofire ("BotDoFire");
//Checks TRUE reachability from
//one looker to another. First mobj (looker) is looker.
bool FCajunMaster::Reachable (AActor *looker, AActor *rtarget)
//Checks TRUE reachability from bot to a looker.
bool DBot::Reachable (AActor *rtarget)
{
if (looker == rtarget)
if (player->mo == rtarget)
return false;
if ((rtarget->Sector->ceilingplane.ZatPoint (rtarget->x, rtarget->y) -
rtarget->Sector->floorplane.ZatPoint (rtarget->x, rtarget->y))
< looker->height) //Where rtarget is, looker can't be.
< player->mo->height) //Where rtarget is, player->mo can't be.
return false;
sector_t *last_s = looker->Sector;
fixed_t last_z = last_s->floorplane.ZatPoint (looker->x, looker->y);
fixed_t estimated_dist = P_AproxDistance (looker->x - rtarget->x, looker->y - rtarget->y);
sector_t *last_s = player->mo->Sector;
fixed_t last_z = last_s->floorplane.ZatPoint (player->mo->x, player->mo->y);
fixed_t estimated_dist = P_AproxDistance (player->mo->x - rtarget->x, player->mo->y - rtarget->y);
bool reachable = true;
FPathTraverse it(looker->x+looker->velx, looker->y+looker->vely, rtarget->x, rtarget->y, PT_ADDLINES|PT_ADDTHINGS);
FPathTraverse it(player->mo->x+player->mo->velx, player->mo->y+player->mo->vely, rtarget->x, rtarget->y, PT_ADDLINES|PT_ADDTHINGS);
intercept_t *in;
while ((in = it.Next()))
{
@ -55,8 +54,8 @@ bool FCajunMaster::Reachable (AActor *looker, AActor *rtarget)
frac = in->frac - FixedDiv (4*FRACUNIT, MAX_TRAVERSE_DIST);
dist = FixedMul (frac, MAX_TRAVERSE_DIST);
hitx = it.Trace().x + FixedMul (looker->velx, frac);
hity = it.Trace().y + FixedMul (looker->vely, frac);
hitx = it.Trace().x + FixedMul (player->mo->velx, frac);
hity = it.Trace().y + FixedMul (player->mo->vely, frac);
if (in->isaline)
{
@ -76,7 +75,7 @@ bool FCajunMaster::Reachable (AActor *looker, AActor *rtarget)
if (!bglobal.IsDangerous (s) && //Any nukage/lava?
(floorheight <= (last_z+MAXMOVEHEIGHT)
&& ((ceilingheight == floorheight && line->special)
|| (ceilingheight - floorheight) >= looker->height))) //Does it fit?
|| (ceilingheight - floorheight) >= player->mo->height))) //Does it fit?
{
last_z = floorheight;
last_s = s;
@ -95,7 +94,7 @@ bool FCajunMaster::Reachable (AActor *looker, AActor *rtarget)
}
thing = in->d.thing;
if (thing == looker) //Can't reach self in this case.
if (thing == player->mo) //Can't reach self in this case.
continue;
if (thing == rtarget && (rtarget->Sector->floorplane.ZatPoint (rtarget->x, rtarget->y) <= (last_z+MAXMOVEHEIGHT)))
{
@ -115,16 +114,16 @@ bool FCajunMaster::Reachable (AActor *looker, AActor *rtarget)
//if these conditions are true, the function returns true.
//GOOD TO KNOW is that the player's view angle
//in doom is 90 degrees infront.
bool FCajunMaster::Check_LOS (AActor *from, AActor *to, angle_t vangle)
bool DBot::Check_LOS (AActor *to, angle_t vangle)
{
if (!P_CheckSight (from, to, SF_SEEPASTBLOCKEVERYTHING))
if (!P_CheckSight (player->mo, to, SF_SEEPASTBLOCKEVERYTHING))
return false; // out of sight
if (vangle == ANGLE_MAX)
return true;
if (vangle == 0)
return false; //Looker seems to be blind.
return (angle_t)abs (R_PointToAngle2 (from->x, from->y, to->x, to->y) - from->angle) <= vangle/2;
return (angle_t)abs (R_PointToAngle2 (player->mo->x, player->mo->y, to->x, to->y) - player->mo->angle) <= vangle/2;
}
//-------------------------------------
@ -132,7 +131,7 @@ bool FCajunMaster::Check_LOS (AActor *from, AActor *to, angle_t vangle)
//-------------------------------------
//The bot will check if it's time to fire
//and do so if that is the case.
void FCajunMaster::Dofire (AActor *actor, ticcmd_t *cmd)
void DBot::Dofire (ticcmd_t *cmd)
{
bool no_fire; //used to prevent bot from pumping rockets into nearby walls.
int aiming_penalty=0; //For shooting at shading target, if screen is red, MAKEME: When screen red.
@ -140,49 +139,48 @@ void FCajunMaster::Dofire (AActor *actor, ticcmd_t *cmd)
fixed_t dist;
angle_t an;
int m;
AActor *enemy = actor->player->Bot->enemy;
if (!enemy || !(enemy->flags & MF_SHOOTABLE) || enemy->health <= 0)
return;
if (actor->player->ReadyWeapon == NULL)
if (player->ReadyWeapon == NULL)
return;
if (actor->player->damagecount > actor->player->Bot->skill.isp)
if (player->damagecount > skill.isp)
{
actor->player->Bot->first_shot = true;
first_shot = true;
return;
}
//Reaction skill thing.
if (actor->player->Bot->first_shot &&
!(actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_REACTION_SKILL_THING))
if (first_shot &&
!(player->ReadyWeapon->WeaponFlags & WIF_BOT_REACTION_SKILL_THING))
{
actor->player->Bot->t_react = (100-actor->player->Bot->skill.reaction+1)/((pr_botdofire()%3)+3);
t_react = (100-skill.reaction+1)/((pr_botdofire()%3)+3);
}
actor->player->Bot->first_shot = false;
if (actor->player->Bot->t_react)
first_shot = false;
if (t_react)
return;
//MAKEME: Decrease the rocket suicides even more.
no_fire = true;
//actor->player->angle = R_PointToAngle2(actor->x, actor->y, actor->player->enemy->x, actor->player->enemy->y);
//angle = R_PointToAngle2(player->mo->x, player->mo->y, player->enemy->x, player->enemy->y);
//Distance to enemy.
dist = P_AproxDistance ((actor->x + actor->velx) - (enemy->x + enemy->velx),
(actor->y + actor->vely) - (enemy->y + enemy->vely));
dist = P_AproxDistance ((player->mo->x + player->mo->velx) - (enemy->x + enemy->velx),
(player->mo->y + player->mo->vely) - (enemy->y + enemy->vely));
//FIRE EACH TYPE OF WEAPON DIFFERENT: Here should all the different weapons go.
if (actor->player->ReadyWeapon->WeaponFlags & WIF_MELEEWEAPON)
if (player->ReadyWeapon->WeaponFlags & WIF_MELEEWEAPON)
{
if ((actor->player->ReadyWeapon->ProjectileType != NULL))
if ((player->ReadyWeapon->ProjectileType != NULL))
{
if (actor->player->ReadyWeapon->CheckAmmo (AWeapon::PrimaryFire, false, true))
if (player->ReadyWeapon->CheckAmmo (AWeapon::PrimaryFire, false, true))
{
// This weapon can fire a projectile and has enough ammo to do so
goto shootmissile;
}
else if (!(actor->player->ReadyWeapon->WeaponFlags & WIF_AMMO_OPTIONAL))
else if (!(player->ReadyWeapon->WeaponFlags & WIF_AMMO_OPTIONAL))
{
// Ammo is required, so don't shoot. This is for weapons that shoot
// missiles that die at close range, such as the powered-up Phoneix Rod.
@ -195,51 +193,51 @@ void FCajunMaster::Dofire (AActor *actor, ticcmd_t *cmd)
no_fire = (dist > (MELEERANGE*4));
}
}
else if (actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_BFG)
else if (player->ReadyWeapon->WeaponFlags & WIF_BOT_BFG)
{
//MAKEME: This should be smarter.
if ((pr_botdofire()%200)<=actor->player->Bot->skill.reaction)
if(Check_LOS(actor, actor->player->Bot->enemy, SHOOTFOV))
if ((pr_botdofire()%200)<=skill.reaction)
if(Check_LOS(enemy, SHOOTFOV))
no_fire = false;
}
else if (actor->player->ReadyWeapon->ProjectileType != NULL)
else if (player->ReadyWeapon->ProjectileType != NULL)
{
if (actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_EXPLOSIVE)
if (player->ReadyWeapon->WeaponFlags & WIF_BOT_EXPLOSIVE)
{
//Special rules for RL
an = FireRox (actor, enemy, cmd);
an = FireRox (enemy, cmd);
if(an)
{
actor->player->Bot->angle = an;
angle = an;
//have to be somewhat precise. to avoid suicide.
if (abs (actor->player->Bot->angle - actor->angle) < 12*ANGLE_1)
if (abs (angle - player->mo->angle) < 12*ANGLE_1)
{
actor->player->Bot->t_rocket = 9;
t_rocket = 9;
no_fire = false;
}
}
}
// prediction aiming
shootmissile:
dist = P_AproxDistance (actor->x - enemy->x, actor->y - enemy->y);
m = dist / GetDefaultByType (actor->player->ReadyWeapon->ProjectileType)->Speed;
SetBodyAt (enemy->x + enemy->velx*m*2, enemy->y + enemy->vely*m*2, enemy->z, 1);
actor->player->Bot->angle = R_PointToAngle2 (actor->x, actor->y, body1->x, body1->y);
if (Check_LOS (actor, enemy, SHOOTFOV))
dist = P_AproxDistance (player->mo->x - enemy->x, player->mo->y - enemy->y);
m = dist / GetDefaultByType (player->ReadyWeapon->ProjectileType)->Speed;
bglobal.SetBodyAt (enemy->x + enemy->velx*m*2, enemy->y + enemy->vely*m*2, enemy->z, 1);
angle = R_PointToAngle2 (player->mo->x, player->mo->y, bglobal.body1->x, bglobal.body1->y);
if (Check_LOS (enemy, SHOOTFOV))
no_fire = false;
}
else
{
//Other weapons, mostly instant hit stuff.
actor->player->Bot->angle = R_PointToAngle2 (actor->x, actor->y, enemy->x, enemy->y);
angle = R_PointToAngle2 (player->mo->x, player->mo->y, enemy->x, enemy->y);
aiming_penalty = 0;
if (enemy->flags & MF_SHADOW)
aiming_penalty += (pr_botdofire()%25)+10;
if (enemy->Sector->lightlevel<WHATS_DARK/* && !(actor->player->powers & PW_INFRARED)*/)
if (enemy->Sector->lightlevel<WHATS_DARK/* && !(player->powers & PW_INFRARED)*/)
aiming_penalty += pr_botdofire()%40;//Dark
if (actor->player->damagecount)
aiming_penalty += actor->player->damagecount; //Blood in face makes it hard to aim
aiming_value = actor->player->Bot->skill.aiming - aiming_penalty;
if (player->damagecount)
aiming_penalty += player->damagecount; //Blood in face makes it hard to aim
aiming_value = skill.aiming - aiming_penalty;
if (aiming_value <= 0)
aiming_value = 1;
m = ((SHOOTFOV/2)-(aiming_value*SHOOTFOV/200)); //Higher skill is more accurate
@ -248,18 +246,18 @@ shootmissile:
if (m)
{
if (actor->player->Bot->increase)
actor->player->Bot->angle += m;
if (increase)
angle += m;
else
actor->player->Bot->angle -= m;
angle -= m;
}
if (abs (actor->player->Bot->angle - actor->angle) < 4*ANGLE_1)
if (abs (angle - player->mo->angle) < 4*ANGLE_1)
{
actor->player->Bot->increase = !actor->player->Bot->increase;
increase = !increase;
}
if (Check_LOS (actor, enemy, (SHOOTFOV/2)))
if (Check_LOS (enemy, (SHOOTFOV/2)))
no_fire = false;
}
if (!no_fire) //If going to fire weapon
@ -267,7 +265,7 @@ shootmissile:
cmd->ucmd.buttons |= BT_ATTACK;
}
//Prevents bot from jerking, when firing automatic things with low skill.
//actor->angle = R_PointToAngle2(actor->x, actor->y, actor->player->enemy->x, actor->player->enemy->y);
//player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, player->enemy->x, player->enemy->y);
}
bool FCajunMaster::IsLeader (player_t *player)
@ -287,7 +285,7 @@ bool FCajunMaster::IsLeader (player_t *player)
//This function is called every
//tick (for each bot) to set
//the mate (teammate coop mate).
AActor *FCajunMaster::Choose_Mate (AActor *bot)
AActor *DBot::Choose_Mate ()
{
int count;
fixed_t closest_dist, test;
@ -295,20 +293,20 @@ AActor *FCajunMaster::Choose_Mate (AActor *bot)
AActor *observer;
//is mate alive?
if (bot->player->Bot->mate)
if (mate)
{
if (bot->player->Bot->mate->health <= 0)
bot->player->Bot->mate = NULL;
if (mate->health <= 0)
mate = NULL;
else
bot->player->Bot->last_mate = bot->player->Bot->mate;
last_mate = mate;
}
if (bot->player->Bot->mate) //Still is..
return bot->player->Bot->mate;
if (mate) //Still is..
return mate;
//Check old_mates status.
if (bot->player->Bot->last_mate)
if (bot->player->Bot->last_mate->health <= 0)
bot->player->Bot->last_mate = NULL;
if (last_mate)
if (last_mate->health <= 0)
last_mate = NULL;
target = NULL;
closest_dist = FIXED_MAX;
@ -324,17 +322,17 @@ AActor *FCajunMaster::Choose_Mate (AActor *bot)
if (playeringame[count]
&& client->mo
&& bot != client->mo
&& (bot->IsTeammate (client->mo) || !deathmatch)
&& player->mo != client->mo
&& (player->mo->IsTeammate (client->mo) || !deathmatch)
&& client->mo->health > 0
&& client->mo != observer
&& ((bot->health/2) <= client->mo->health || !deathmatch)
&& !IsLeader(client)) //taken?
&& ((player->mo->health/2) <= client->mo->health || !deathmatch)
&& !bglobal.IsLeader(client)) //taken?
{
if (P_CheckSight (bot, client->mo, SF_IGNOREVISIBILITY))
if (P_CheckSight (player->mo, client->mo, SF_IGNOREVISIBILITY))
{
test = P_AproxDistance (client->mo->x - bot->x,
client->mo->y - bot->y);
test = P_AproxDistance (client->mo->x - player->mo->x,
client->mo->y - player->mo->y);
if (test < closest_dist)
{
@ -347,15 +345,15 @@ AActor *FCajunMaster::Choose_Mate (AActor *bot)
/*
//Make a introducing to mate.
if(target && target!=bot->player->last_mate)
if(target && target!=last_mate)
{
if((P_Random()%(200*bglobal.botnum))<3)
{
bot->player->chat = c_teamup;
chat = c_teamup;
if(target->bot)
strcpy(bot->player->c_target, botsingame[target->bot_id]);
strcpy(c_target, botsingame[target->bot_id]);
else if(target->player)
strcpy(bot->player->c_target, player_names[target->play_id]);
strcpy(c_target, player_names[target->play_id]);
}
}
*/
@ -365,7 +363,7 @@ AActor *FCajunMaster::Choose_Mate (AActor *bot)
}
//MAKEME: Make this a smart decision
AActor *FCajunMaster::Find_enemy (AActor *bot)
AActor *DBot::Find_enemy ()
{
int count;
fixed_t closest_dist, temp; //To target.
@ -375,15 +373,15 @@ AActor *FCajunMaster::Find_enemy (AActor *bot)
if (!deathmatch)
{ // [RH] Take advantage of the Heretic/Hexen code to be a little smarter
return P_RoughMonsterSearch (bot, 20);
return P_RoughMonsterSearch (player->mo, 20);
}
//Note: It's hard to ambush a bot who is not alone
if (bot->player->Bot->allround || bot->player->Bot->mate)
if (allround || mate)
vangle = ANGLE_MAX;
else
vangle = ENEMY_SCAN_FOV;
bot->player->Bot->allround = false;
allround = false;
target = NULL;
closest_dist = FIXED_MAX;
@ -396,21 +394,21 @@ AActor *FCajunMaster::Find_enemy (AActor *bot)
{
player_t *client = &players[count];
if (playeringame[count]
&& !bot->IsTeammate (client->mo)
&& !player->mo->IsTeammate (client->mo)
&& client->mo != observer
&& client->mo->health > 0
&& bot != client->mo)
&& player->mo != client->mo)
{
if (Check_LOS (bot, client->mo, vangle)) //Here's a strange one, when bot is standing still, the P_CheckSight within Check_LOS almost always returns false. tought it should be the same checksight as below but.. (below works) something must be fuckin wierd screded up.
//if(P_CheckSight(bot, players[count].mo))
if (Check_LOS (client->mo, vangle)) //Here's a strange one, when bot is standing still, the P_CheckSight within Check_LOS almost always returns false. tought it should be the same checksight as below but.. (below works) something must be fuckin wierd screded up.
//if(P_CheckSight(player->mo, players[count].mo))
{
temp = P_AproxDistance (client->mo->x - bot->x,
client->mo->y - bot->y);
temp = P_AproxDistance (client->mo->x - player->mo->x,
client->mo->y - player->mo->y);
//Too dark?
if (temp > DARK_DIST &&
client->mo->Sector->lightlevel < WHATS_DARK /*&&
bot->player->Powers & PW_INFRARED*/)
player->Powers & PW_INFRARED*/)
continue;
if (temp < closest_dist)
@ -494,16 +492,16 @@ fixed_t FCajunMaster::FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd)
return dist;
}
angle_t FCajunMaster::FireRox (AActor *bot, AActor *enemy, ticcmd_t *cmd)
angle_t DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
{
fixed_t dist;
angle_t ang;
AActor *actor;
int m;
SetBodyAt (bot->x + FixedMul(bot->velx, 5*FRACUNIT),
bot->y + FixedMul(bot->vely, 5*FRACUNIT),
bot->z + (bot->height / 2), 2);
bglobal.SetBodyAt (player->mo->x + FixedMul(player->mo->velx, 5*FRACUNIT),
player->mo->y + FixedMul(player->mo->vely, 5*FRACUNIT),
player->mo->z + (player->mo->height / 2), 2);
actor = bglobal.body2;
@ -513,16 +511,16 @@ angle_t FCajunMaster::FireRox (AActor *bot, AActor *enemy, ticcmd_t *cmd)
//Predict.
m = (((dist+1)/FRACUNIT) / GetDefaultByName("Rocket")->Speed);
SetBodyAt (enemy->x + FixedMul(enemy->velx, (m+2*FRACUNIT)),
enemy->y + FixedMul(enemy->vely, (m+2*FRACUNIT)), ONFLOORZ, 1);
bglobal.SetBodyAt (enemy->x + FixedMul(enemy->velx, (m+2*FRACUNIT)),
enemy->y + FixedMul(enemy->vely, (m+2*FRACUNIT)), ONFLOORZ, 1);
dist = P_AproxDistance(actor->x-bglobal.body1->x, actor->y-bglobal.body1->y);
//try the predicted location
if (P_CheckSight (actor, bglobal.body1, SF_IGNOREVISIBILITY)) //See the predicted location, so give a test missile
{
FCheckPosition tm;
if (SafeCheckPosition (bot, actor->x, actor->y, tm))
if (bglobal.SafeCheckPosition (player->mo, actor->x, actor->y, tm))
{
if (FakeFire (actor, bglobal.body1, cmd) >= SAFE_SELF_MISDIST)
if (bglobal.FakeFire (actor, bglobal.body1, cmd) >= SAFE_SELF_MISDIST)
{
ang = R_PointToAngle2 (actor->x, actor->y, bglobal.body1->x, bglobal.body1->y);
return ang;
@ -532,9 +530,9 @@ angle_t FCajunMaster::FireRox (AActor *bot, AActor *enemy, ticcmd_t *cmd)
//Try fire straight.
if (P_CheckSight (actor, enemy, 0))
{
if (FakeFire (bot, enemy, cmd) >= SAFE_SELF_MISDIST)
if (bglobal.FakeFire (player->mo, enemy, cmd) >= SAFE_SELF_MISDIST)
{
ang = R_PointToAngle2(bot->x, bot->y, enemy->x, enemy->y);
ang = R_PointToAngle2(player->mo->x, player->mo->y, enemy->x, enemy->y);
return ang;
}
}