//how the bot moves. //MAIN movement function. void DBot::ThinkForMove (ticcmd_t *cmd) { fixed_t dist; bool stuck; int r; stuck = false; dist = dest ? player->mo->AproxDistance(dest) : 0; if (missile && ((!missile->velx || !missile->vely) || !Check_LOS(missile, SHOOTFOV*3/2))) { sleft = !sleft; missile = NULL; //Probably ended its travel. } if (player->mo->pitch > 0) player->mo->pitch -= 80; else if (player->mo->pitch <= -60) player->mo->pitch += 80; //HOW TO MOVE: if (missile && (player->mo->AproxDistance(missile)<AVOID_DIST)) //try avoid missile got from P_Mobj.c thinking part. { Pitch (missile); angle = player->mo->AngleTo(missile); cmd->ucmd.sidemove = sleft ? -SIDERUN : SIDERUN; cmd->ucmd.forwardmove = -FORWARDRUN; //Back IS best. if ((player->mo->AproxDistance(oldx, oldy)<50000) && t_strafe<=0) { t_strafe = 5; sleft = !sleft; } //If able to see enemy while avoiding missile, still fire at enemy. if (enemy && Check_LOS (enemy, SHOOTFOV)) Dofire (cmd); //Order bot to fire current weapon } else if (enemy && P_CheckSight (player->mo, enemy, 0)) //Fight! { Pitch (enemy); //Check if it's more important to get an item than fight. if (dest && (dest->flags&MF_SPECIAL)) //Must be an item, that is close enough. { #define is(x) dest->IsKindOf (PClass::FindClass (#x)) if ( ( (player->mo->health < skill.isp && (is (Medikit) || is (Stimpack) || is (Soulsphere) || is (Megasphere) || is (CrystalVial) ) ) || ( is (Invulnerability) || is (Invisibility) || is (Megasphere) ) || dist < (GETINCOMBAT/4) || (player->ReadyWeapon == NULL || player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON) ) && (dist < GETINCOMBAT || (player->ReadyWeapon == NULL || player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON)) && Reachable (dest)) #undef is { goto roam; //Pick it up, no matter the situation. All bonuses are nice close up. } } dest = NULL; //To let bot turn right if (player->ReadyWeapon != NULL && !(player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON)) player->mo->flags &= ~MF_DROPOFF; //Don't jump off any ledges when fighting. if (!(enemy->flags3 & MF3_ISMONSTER)) t_fight = AFTERTICS; if (t_strafe <= 0 && (player->mo->AproxDistance(oldx, oldy)<50000 || ((pr_botmove()%30)==10)) ) { stuck = true; t_strafe = 5; sleft = !sleft; } angle = player->mo->AngleTo(enemy); if (player->ReadyWeapon == NULL || player->mo->AproxDistance(enemy) > player->ReadyWeapon->MoveCombatDist) { // If a monster, use lower speed (just for cooler apperance while strafing down doomed monster) cmd->ucmd.forwardmove = (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 = (enemy->flags3 & MF3_ISMONSTER) ? -FORWARDWALK : -FORWARDRUN; } //Strafing. if (enemy->flags3 & MF3_ISMONSTER) //It's just a monster so take it down cool. { cmd->ucmd.sidemove = sleft ? -SIDEWALK : SIDEWALK; } else { cmd->ucmd.sidemove = sleft ? -SIDERUN : SIDERUN; } Dofire (cmd); //Order bot to fire current weapon } else if (mate && !enemy && (!dest || dest==mate)) //Follow mate move. { fixed_t matedist; Pitch (mate); if (!Reachable (mate)) { if (mate == dest && pr_botmove.Random() < 32) { // [RH] If the mate is the dest, pick a new dest sometimes dest = NULL; } goto roam; } angle = player->mo->AngleTo(mate); matedist = player->mo->AproxDistance(mate); 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. { first_shot = true; ///// roam: ///// if (enemy && Check_LOS (enemy, SHOOTFOV*3/2)) //If able to see enemy while avoiding missile , still fire at it. Dofire (cmd); //Order bot to fire current weapon if (dest && !(dest->flags&MF_SPECIAL) && dest->health < 0) { //Roaming after something dead. dest = NULL; } if (dest == NULL) { if (t_fight && enemy) //Enemy/bot has jumped around corner. So what to do? { if (enemy->player) { if (((enemy->player->ReadyWeapon != NULL && enemy->player->ReadyWeapon->WeaponFlags & WIF_BOT_EXPLOSIVE) || (pr_botmove()%100)>skill.isp) && player->ReadyWeapon != NULL && !(player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON)) dest = enemy;//Dont let enemy kill the bot by supressive fire. So charge enemy. else //hide while t_fight, but keep view at enemy. angle = player->mo->AngleTo(enemy); } //Just a monster, so kill it. else dest = enemy; //VerifFavoritWeapon(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, bglobal.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(); } bglobal.firstthing = item; dest = item; } } else if (mate && (r < 179 || P_CheckSight(player->mo, mate))) { dest = mate; } else if ((playeringame[(r&(MAXPLAYERS-1))]) && players[(r&(MAXPLAYERS-1))].mo->health > 0) { dest = players[(r&(MAXPLAYERS-1))].mo; } } if (dest) { t_roam = MAXROAM; } } if (dest) { //Bot has a target so roam after it. Roam (cmd); } } //End of movement main part. if (!t_roam && dest) { prev = dest; dest = NULL; } if (t_fight<(AFTERTICS/2)) player->mo->flags |= MF_DROPOFF; oldx = player->mo->X(); oldy = player->mo->Y(); }