vkdoom_m/src/b_think.cpp
Christoph Oelckers 66c663e9d8 - Fixed: Hexen's ammo display in the status bar cannot be refreshed
partially because the background patch has to be drawn always to 
  overwrite the old display.
- Fixed: Giving a health item to a non-player caused a crash.
- Added a compatibility option to limit deh.MaxHealth to the health bonus.
  Originally this value wasn't used for health packs. Doing this was a bug
  in Boom but since there's quite a few maps out there which require
  Boom's altered behavior it has to be compatibility optioned.
- Fixed: The health bonus's max health must be defined by deh.MaxHealth, 
  not deh.MaxSoulsphere. To achieve this deh.MaxHealth's handling had to
  be altered because it has to default to 100.
- Fixed: ZDBSP created incorrect side references with compressed sidedefs
  and both sidedefs of a linedef being the same. This only affects the
  external tool because the internal node builder is run after uncompressing
  the sidedefs.
- Added Jim's latest makefile.linux.
- Added a consistency check to the PNAMES loader because one crash log
  indicated that it crashed due to a corrupt PNAMES lump.
- Brought back the sector based sound target handling as a compatibility
  option. This radical change just broke far too many maps that depend
  on the original behavior. Strife's special AI functions are excluded 
  though because they work better with the new method.


SVN r56 (trunk)
2006-04-20 14:21:27 +00:00

409 lines
12 KiB
C++

/********************************
* B_Think.c *
* Description: *
* Functions for the different *
* states that the bot *
* uses. These functions are *
* the main AI *
* *
*********************************/
#include "doomdef.h"
#include "doomstat.h"
#include "p_local.h"
#include "b_bot.h"
#include "g_game.h"
#include "m_random.h"
#include "r_main.h"
#include "stats.h"
#include "a_pickups.h"
#include "statnums.h"
static FRandom pr_botmove ("BotMove");
//This function is called each tic for each bot,
//so this is what the bot does.
void DCajunMaster::Think (AActor *actor, ticcmd_t *cmd)
{
memset (cmd, 0, sizeof(*cmd));
if (actor->player->enemy && actor->player->enemy->health <= 0)
actor->player->enemy = NULL;
if (actor->health > 0) //Still alive
{
if (teamplay || !deathmatch)
actor->player->mate = Choose_Mate (actor);
angle_t oldyaw = actor->angle;
int oldpitch = actor->pitch;
Set_enemy (actor);
ThinkForMove (actor, cmd);
TurnToAng (actor);
cmd->ucmd.yaw = (short)((actor->angle - oldyaw) >> 16) / ticdup;
cmd->ucmd.pitch = (short)((oldpitch - actor->pitch) >> 16);
if (cmd->ucmd.pitch == -32768)
cmd->ucmd.pitch = -32767;
cmd->ucmd.pitch /= ticdup;
actor->angle = oldyaw + (cmd->ucmd.yaw << 16) * ticdup;
actor->pitch = oldpitch - (cmd->ucmd.pitch << 16) * ticdup;
}
if (actor->player->t_active) actor->player->t_active--;
if (actor->player->t_strafe) actor->player->t_strafe--;
if (actor->player->t_react) actor->player->t_react--;
if (actor->player->t_fight) actor->player->t_fight--;
if (actor->player->t_rocket) actor->player->t_rocket--;
if (actor->player->t_roam) actor->player->t_roam--;
//Respawn ticker
if (actor->player->t_respawn)
{
actor->player->t_respawn--;
}
else if (actor->health <= 0)
{ // Time to respawn
cmd->ucmd.buttons |= BT_USE;
}
}
//how the bot moves.
//MAIN movement function.
void DCajunMaster::ThinkForMove (AActor *actor, ticcmd_t *cmd)
{
player_t *b;
fixed_t dist;
bool stuck;
int r;
b = actor->player;
if (!b->isbot)
return;
stuck = false;
dist = b->dest ? P_AproxDistance(actor->x-b->dest->x, actor->y-b->dest->y) : 0;
if (b->missile &&
((!b->missile->momx || !b->missile->momy) || !Check_LOS(actor, b->missile, SHOOTFOV*3/2)))
{
b->sleft = !b->sleft;
b->missile = NULL; //Probably ended its travel.
}
if (actor->pitch > 0)
actor->pitch -= 80;
else if (actor->pitch <= -60)
actor->pitch += 80;
//HOW TO MOVE:
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.
{
Pitch (actor, b->missile);
actor->player->angle = R_PointToAngle2(actor->x, actor->y, b->missile->x, b->missile->y);
cmd->ucmd.sidemove = b->sleft ? -SIDERUN : SIDERUN;
cmd->ucmd.forwardmove = -FORWARDRUN; //Back IS best.
if ((P_AproxDistance(actor->x-b->oldx, actor->y-b->oldy)<50000)
&& b->t_strafe<=0)
{
b->t_strafe = 5;
b->sleft = !b->sleft;
}
//If able to see enemy while avoiding missile, still fire at enemy.
if (b->enemy && Check_LOS (actor, b->enemy, SHOOTFOV))
Dofire (actor, cmd); //Order bot to fire current weapon
}
else if (b->enemy && P_CheckSight (actor, b->enemy, 0)) //Fight!
{
Pitch (actor, b->enemy);
//Check if it's more important to get an item than fight.
if (b->dest && (b->dest->flags&MF_SPECIAL)) //Must be an item, that is close enough.
{
#define is(x) b->dest->IsKindOf (TypeInfo::FindType (#x))
if (
(
(actor->health < b->skill.isp &&
(is (Medikit) ||
is (Stimpack) ||
is (Soulsphere) ||
is (Megasphere) ||
is (CrystalVial)
)
) || (
is (Invulnerability) ||
is (Invisibility) ||
is (Megasphere)
) ||
dist < (GETINCOMBAT/4) ||
(b->ReadyWeapon == NULL || b->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON)
)
&& (dist < GETINCOMBAT || (b->ReadyWeapon == NULL || b->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON))
&& Reachable (actor, b->dest))
#undef is
{
goto roam; //Pick it up, no matter the situation. All bonuses are nice close up.
}
}
b->dest = NULL; //To let bot turn right
if (b->ReadyWeapon != NULL && !(b->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON))
actor->flags &= ~MF_DROPOFF; //Don't jump off any ledges when fighting.
if (!(b->enemy->flags3 & MF3_ISMONSTER))
b->t_fight = AFTERTICS;
if (b->t_strafe <= 0 &&
(P_AproxDistance(actor->x-b->oldx, actor->y-b->oldy)<50000
|| ((pr_botmove()%30)==10))
)
{
stuck = true;
b->t_strafe = 5;
b->sleft = !b->sleft;
}
b->angle = R_PointToAngle2(actor->x, actor->y, b->enemy->x, b->enemy->y);
if (b->ReadyWeapon == NULL ||
P_AproxDistance(actor->x-b->enemy->x, actor->y-b->enemy->y) >
b->ReadyWeapon->MoveCombatDist)
{
// If a monster, use lower speed (just for cooler apperance while strafing down doomed monster)
cmd->ucmd.forwardmove = (b->enemy->flags3 & MF3_ISMONSTER) ? FORWARDWALK : FORWARDRUN;
}
else if (!stuck) //Too close, so move away.
{
// If a monster, use lower speed (just for cooler apperance while strafing down doomed monster)
cmd->ucmd.forwardmove = (b->enemy->flags3 & MF3_ISMONSTER) ? -FORWARDWALK : -FORWARDRUN;
}
//Strafing.
if (b->enemy->flags & MF3_ISMONSTER) //It's just a monster so take it down cool.
{
cmd->ucmd.sidemove = b->sleft ? -SIDEWALK : SIDEWALK;
}
else
{
cmd->ucmd.sidemove = b->sleft ? -SIDERUN : SIDERUN;
}
Dofire (actor, cmd); //Order bot to fire current weapon
}
else if (b->mate && !b->enemy && (!b->dest || b->dest==b->mate)) //Follow mate move.
{
fixed_t matedist;
Pitch (actor, b->mate);
if (!Reachable (actor, b->mate))
{
if (b->mate == b->dest && pr_botmove.Random() < 32)
{ // [RH] If the mate is the dest, pick a new dest sometimes
b->dest = NULL;
}
goto roam;
}
actor->player->angle = R_PointToAngle2(actor->x, actor->y, b->mate->x, b->mate->y);
matedist = P_AproxDistance(actor->x - b->mate->x, actor->y - b->mate->y);
if (matedist > (FRIEND_DIST*2))
cmd->ucmd.forwardmove = FORWARDRUN;
else if (matedist > FRIEND_DIST)
cmd->ucmd.forwardmove = FORWARDWALK; //Walk, when starting to get close.
else if (matedist < FRIEND_DIST-(FRIEND_DIST/3)) //Got too close, so move away.
cmd->ucmd.forwardmove = -FORWARDWALK;
}
else //Roam after something.
{
b->first_shot = true;
/////
roam:
/////
if (b->enemy && Check_LOS (actor, b->enemy, SHOOTFOV*3/2)) //If able to see enemy while avoiding missile , still fire at it.
Dofire (actor, cmd); //Order bot to fire current weapon
if (b->dest && !(b->dest->flags&MF_SPECIAL) && b->dest->health < 0)
{ //Roaming after something dead.
b->dest = NULL;
}
if (b->dest == NULL)
{
if (b->t_fight && b->enemy) //Enemy/bot has jumped around corner. So what to do?
{
if (b->enemy->player)
{
if (((b->enemy->player->ReadyWeapon != NULL && b->enemy->player->ReadyWeapon->WeaponFlags & WIF_BOT_EXPLOSIVE) ||
(pr_botmove()%100)>b->skill.isp) && b->ReadyWeapon != NULL && !(b->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON))
b->dest = b->enemy;//Dont let enemy kill the bot by supressive fire. So charge enemy.
else //hide while b->t_fight, but keep view at enemy.
b->angle = R_PointToAngle2(actor->x, actor->y, b->enemy->x, b->enemy->y);
} //Just a monster, so kill it.
else
b->dest = b->enemy;
//VerifFavoritWeapon(actor->player); //Dont know why here.., but it must be here, i know the reason, but not why at this spot, uh.
}
else //Choose a distant target. to get things going.
{
r = pr_botmove();
if (r < 128)
{
TThinkerIterator<AInventory> it (STAT_INVENTORY, firstthing);
AInventory *item = it.Next();
if (item != NULL || (item = it.Next()) != NULL)
{
r &= 63; // Only scan up to 64 entries at a time
while (r)
{
--r;
item = it.Next();
}
if (item == NULL)
{
item = it.Next();
}
firstthing = item;
b->dest = item;
}
}
else if (b->mate && (r < 179 || P_CheckSight(actor, b->mate)))
{
b->dest = b->mate;
}
else if ((playeringame[(r&(MAXPLAYERS-1))]) && players[(r&(MAXPLAYERS-1))].mo->health > 0)
{
b->dest = players[(r&(MAXPLAYERS-1))].mo;
}
}
if (b->dest)
{
b->t_roam = MAXROAM;
}
}
if (b->dest)
{ //Bot has a target so roam after it.
Roam (actor, cmd);
}
} //End of movement main part.
if (!b->t_roam && b->dest)
{
b->prev = b->dest;
b->dest = NULL;
}
if (b->t_fight<(AFTERTICS/2))
actor->flags |= MF_DROPOFF;
b->oldx = actor->x;
b->oldy = actor->y;
}
//BOT_WhatToGet
//
//Determines if the bot will roam after an item or not.
void DCajunMaster::WhatToGet (AActor *actor, AActor *item)
{
player_t *b = actor->player;
if (b == NULL)
{
return;
}
#define typeis(x) item->IsKindOf (TypeInfo::FindType (#x))
if ((item->renderflags & RF_INVISIBLE) //Under respawn and away.
|| item == b->prev)
{
return;
}
int weapgiveammo = (alwaysapplydmflags || deathmatch) && !(dmflags & DF_WEAPONS_STAY);
//if(pos && !bglobal.thingvis[pos->id][item->id]) continue;
// if (item->IsKindOf (RUNTIME_CLASS(AArtifact)))
// return; // don't know how to use artifacts
if (item->IsKindOf (RUNTIME_CLASS(AWeapon)))
{
// FIXME
AWeapon *weapon = static_cast<AWeapon *> (item);
AWeapon *heldWeapon;
heldWeapon = static_cast<AWeapon *> (b->mo->FindInventory (item->GetClass()));
if (heldWeapon != NULL)
{
if (!weapgiveammo)
return;
if ((heldWeapon->Ammo1 == NULL || heldWeapon->Ammo1->Amount >= heldWeapon->Ammo1->MaxAmount) &&
(heldWeapon->Ammo2 == NULL || heldWeapon->Ammo2->Amount >= heldWeapon->Ammo2->MaxAmount))
{
return;
}
}
}
else if (item->IsKindOf (RUNTIME_CLASS(AAmmo)))
{
AAmmo *ammo = static_cast<AAmmo *> (item);
const TypeInfo *parent = ammo->GetParentAmmo ();
AInventory *holdingammo = b->mo->FindInventory (parent);
if (holdingammo != NULL && holdingammo->Amount >= holdingammo->MaxAmount)
{
return;
}
}
else if ((typeis (Megasphere) || typeis (Soulsphere) || typeis (HealthBonus)) && actor->health >= deh.MaxSoulsphere)
return;
else if (item->IsKindOf (RUNTIME_CLASS(AHealth)) && actor->health >= deh.MaxHealth /*MAXHEALTH*/)
return;
if ((b->dest == NULL ||
!(b->dest->flags & MF_SPECIAL)/* ||
!Reachable (actor, b->dest)*/)/* &&
Reachable (actor, item)*/) // Calling Reachable slows this down tremendously
{
b->prev = b->dest;
b->dest = item;
b->t_roam = MAXROAM;
}
}
void DCajunMaster::Set_enemy (AActor *actor)
{
AActor *oldenemy;
AActor **enemy = &actor->player->enemy;
if (*enemy
&& (*enemy)->health > 0
&& P_CheckSight (actor, *enemy))
{
oldenemy = *enemy;
}
else
{
oldenemy = NULL;
}
// [RH] Don't even bother looking for a different enemy if this is not deathmatch
// and we already have an existing enemy.
if (deathmatch || !*enemy)
{
actor->player->allround = !!*enemy;
*enemy = NULL;
*enemy = Find_enemy(actor);
if (!*enemy)
*enemy = oldenemy; //Try go for last (it will be NULL if there wasn't anyone)
}
//Verify that that enemy is really something alive that bot can kill.
if (*enemy && ((*enemy)->health < 0 || !((*enemy)->flags&MF_SHOOTABLE)))
*enemy = NULL;
}