diff --git a/src/b_bot.c b/src/b_bot.c index 35b14bd780c7cd0effede6a73db004d6be411785..151aaa633e2282b094d325c8921cc864603937de 100644 --- a/src/b_bot.c +++ b/src/b_bot.c @@ -18,29 +18,41 @@ #include "b_bot.h" #include "lua_hook.h" -// If you want multiple bots, variables like this will -// have to be stuffed in something accessible through player_t. -static boolean lastForward = false; -static boolean lastBlocked = false; -static boolean blocked = false; - -static boolean jump_last = false; -static boolean spin_last = false; -static UINT8 anxiety = 0; -static boolean panic = false; -static UINT8 flymode = 0; -static boolean spinmode = false; -static boolean thinkfly = false; - -static inline void B_ResetAI(void) +void B_UpdateBotleader(player_t *player) { - jump_last = false; - spin_last = false; - anxiety = 0; - panic = false; - flymode = 0; - spinmode = false; - thinkfly = false; + UINT32 i; + fixed_t dist; + fixed_t neardist = INT32_MAX; + player_t *nearplayer = NULL; + //Find new botleader + //if (!player->botleader) + //{ + for (i = 0; i < MAXPLAYERS; i++) + { + if (players[i].bot || players[i].playerstate != PST_LIVE || players[i].spectator || !players[i].mo) + continue; + if (!player->mo) //Can't do distance calculations if there's no player object, so we'll just take the first we find + { + player->botleader = &players[i]; + return; + } + //Update best candidate based on nearest distance + dist = R_PointToDist2(player->mo->x, player->mo->y, players[i].mo->x, players[i].mo->y); + if (neardist > dist) + { + neardist = dist; + nearplayer = &players[i]; + } + } + //Set botleader to best candidate (or null if none available) + player->botleader = nearplayer; + //} +} + +static inline void B_ResetAI(botmem_t *mem) +{ + mem->thinkstate = AI_FOLLOW; + mem->catchup_tics = 0; } static void B_BuildTailsTiccmd(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd) @@ -49,39 +61,48 @@ static void B_BuildTailsTiccmd(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd) player_t *player = sonic->player, *bot = tails->player; ticcmd_t *pcmd = &player->cmd; - boolean water = tails->eflags & MFE_UNDERWATER; + botmem_t *mem = &bot->botmem; + boolean water = (tails->eflags & MFE_UNDERWATER); SINT8 flip = P_MobjFlip(tails); boolean _2d = (tails->flags2 & MF2_TWOD) || twodlevel; fixed_t scale = tails->scale; + boolean jump_last = (bot->lastbuttons & BT_JUMP); + boolean spin_last = (bot->lastbuttons & BT_SPIN); fixed_t dist = P_AproxDistance(sonic->x - tails->x, sonic->y - tails->y); fixed_t zdist = flip * (sonic->z - tails->z); angle_t ang = sonic->angle; fixed_t pmom = P_AproxDistance(sonic->momx, sonic->momy); fixed_t bmom = P_AproxDistance(tails->momx, tails->momy); - fixed_t followmax = 128 * 8 * scale; // Max follow distance before AI begins to enter "panic" state + fixed_t followmax = 128 * 8 * scale; // Max follow distance before AI begins to enter catchup state fixed_t followthres = 92 * scale; // Distance that AI will try to reach fixed_t followmin = 32 * scale; fixed_t comfortheight = 96 * scale; fixed_t touchdist = 24 * scale; boolean stalled = (bmom < scale >> 1) && dist > followthres; // Helps to see if the AI is having trouble catching up boolean samepos = (sonic->x == tails->x && sonic->y == tails->y); - + boolean blocked = bot->blocked; + if (!samepos) ang = R_PointToAngle2(tails->x, tails->y, sonic->x, sonic->y); - // We can't follow Sonic if he's not around! - if (!sonic || sonic->health <= 0) - return; - // Lua can handle it! if (LUAh_BotAI(sonic, tails, cmd)) return; + // We can't follow Sonic if he's not around! + if (!sonic || sonic->health <= 0) + { + mem->thinkstate = AI_STANDBY; + return; + } + else if (mem->thinkstate == AI_STANDBY) + mem->thinkstate = AI_FOLLOW; + if (tails->player->powers[pw_carry] == CR_MACESPIN || tails->player->powers[pw_carry] == CR_GENERIC) { boolean isrelevant = (sonic->player->powers[pw_carry] == CR_MACESPIN || sonic->player->powers[pw_carry] == CR_GENERIC); - dist = P_AproxDistance(tails->x-sonic->x, tails->y-sonic->y); + //dist = P_AproxDistance(tails->x-sonic->x, tails->y-sonic->y); //! This is totally redundant. if (sonic->player->cmd.buttons & BT_JUMP && (sonic->player->pflags & PF_JUMPED) && isrelevant) cmd->buttons |= BT_JUMP; if (isrelevant) @@ -103,56 +124,57 @@ static void B_BuildTailsTiccmd(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd) followmin = 0; followthres = 16*scale; followmax >>= 1; - thinkfly = false; + if (mem->thinkstate == AI_THINKFLY) + mem->thinkstate = AI_FOLLOW; } - // Check anxiety - if (spinmode) + // Update catchup_tics + if (mem->thinkstate == AI_SPINFOLLOW) { - anxiety = 0; - panic = false; + mem-> catchup_tics = 0; } else if (dist > followmax || zdist > comfortheight || stalled) { - anxiety = min(anxiety + 2, 70); - if (anxiety >= 70) - panic = true; + mem-> catchup_tics = min(mem-> catchup_tics + 2, 70); + if (mem-> catchup_tics >= 70) + mem->thinkstate = AI_CATCHUP; } else { - anxiety = max(anxiety - 1, 0); - panic = false; + mem-> catchup_tics = max(mem-> catchup_tics - 1, 0); + if (mem->thinkstate == AI_CATCHUP) + mem->thinkstate = AI_FOLLOW; } // Orientation + // cmd->angleturn won't be relative to player angle, since we're not going through G_BuildTiccmd. if (bot->pflags & (PF_SPINNING|PF_STARTDASH)) { - cmd->angleturn = (sonic->angle - tails->angle) >> 16; // NOT FRACBITS DAMNIT + cmd->angleturn = (sonic->angle) >> 16; // NOT FRACBITS DAMNIT } - else if (flymode == 2) + else if (mem->thinkstate == AI_FLYCARRY) { - cmd->angleturn = sonic->player->cmd.angleturn - (tails->angle >> 16); + cmd->angleturn = sonic->player->cmd.angleturn; } else { - cmd->angleturn = (ang - tails->angle) >> 16; // NOT FRACBITS DAMNIT + cmd->angleturn = (ang) >> 16; // NOT FRACBITS DAMNIT } // ******** // FLY MODE - // spinmode check - if (spinmode || player->exiting) - thinkfly = false; + // exiting check + if (player->exiting && mem->thinkstate == AI_THINKFLY) + mem->thinkstate = AI_FOLLOW; else { // Activate co-op flight - if (thinkfly && player->pflags & PF_JUMPED) + if (mem->thinkstate == AI_THINKFLY && player->pflags & PF_JUMPED) { if (!jump_last) { jump = true; - flymode = 1; - thinkfly = false; + mem->thinkstate = AI_FLYSTANDBY; bot->pflags |= PF_CANCARRY; } } @@ -165,20 +187,19 @@ static void B_BuildTailsTiccmd(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd) && P_IsObjectOnGround(sonic) && P_IsObjectOnGround(tails) && !(player->pflags & PF_STASIS) && bot->charability == CA_FLY) - thinkfly = true; - else - thinkfly = false; + mem->thinkstate = AI_THINKFLY; + else if (mem->thinkstate == AI_THINKFLY) + mem->thinkstate = AI_FOLLOW; // Set carried state if (player->powers[pw_carry] == CR_PLAYER && sonic->tracer == tails) { - flymode = 2; + mem->thinkstate = AI_FLYCARRY; } // Ready for takeoff - if (flymode == 1) + if (mem->thinkstate == AI_FLYSTANDBY) { - thinkfly = false; if (zdist < -64*scale || (flip * tails->momz) > scale) // Make sure we're not too high up spin = true; else if (!jump_last) @@ -186,10 +207,10 @@ static void B_BuildTailsTiccmd(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd) // Abort if the player moves away or spins if (dist > followthres || player->dashspeed) - flymode = 0; + mem->thinkstate = AI_FOLLOW; } // Read player inputs while carrying - else if (flymode == 2) + else if (mem->thinkstate == AI_FLYCARRY) { cmd->forwardmove = pcmd->forwardmove; cmd->sidemove = pcmd->sidemove; @@ -203,19 +224,19 @@ static void B_BuildTailsTiccmd(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd) // End flymode if (player->powers[pw_carry] != CR_PLAYER) { - flymode = 0; + mem->thinkstate = AI_FOLLOW; } } } - if (flymode && P_IsObjectOnGround(tails) && !(pcmd->buttons & BT_JUMP)) - flymode = 0; + if (P_IsObjectOnGround(tails) && !(pcmd->buttons & BT_JUMP) && (mem->thinkstate == AI_FLYSTANDBY || mem->thinkstate == AI_FLYCARRY)) + mem->thinkstate = AI_FOLLOW; // ******** // SPINNING - if (panic || flymode || !(player->pflags & PF_SPINNING) || (player->pflags & PF_JUMPED)) - spinmode = false; - else + if (!(player->pflags & (PF_SPINNING|PF_STARTDASH)) && mem->thinkstate == AI_SPINFOLLOW) + mem->thinkstate = AI_FOLLOW; + else if (mem->thinkstate == AI_FOLLOW || mem->thinkstate == AI_SPINFOLLOW) { if (!_2d) { @@ -224,21 +245,21 @@ static void B_BuildTailsTiccmd(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd) { if (dist < followthres && dist > touchdist) // Do positioning { - cmd->angleturn = (ang - tails->angle) >> 16; // NOT FRACBITS DAMNIT + cmd->angleturn = (ang) >> 16; // NOT FRACBITS DAMNIT cmd->forwardmove = 50; - spinmode = true; + mem->thinkstate = AI_SPINFOLLOW; } else if (dist < touchdist) { if (!bmom && (!(bot->pflags & PF_SPINNING) || (bot->dashspeed && bot->pflags & PF_SPINNING))) { - cmd->angleturn = (sonic->angle - tails->angle) >> 16; // NOT FRACBITS DAMNIT + cmd->angleturn = (sonic->angle) >> 16; // NOT FRACBITS DAMNIT spin = true; } - spinmode = true; + mem->thinkstate = AI_SPINFOLLOW; } else - spinmode = false; + mem->thinkstate = AI_FOLLOW; } // Spin else if (player->dashspeed == bot->dashspeed && player->pflags & PF_SPINNING) @@ -246,12 +267,12 @@ static void B_BuildTailsTiccmd(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd) if (bot->pflags & PF_SPINNING || !spin_last) { spin = true; - cmd->angleturn = (sonic->angle - tails->angle) >> 16; // NOT FRACBITS DAMNIT + cmd->angleturn = (sonic->angle) >> 16; // NOT FRACBITS DAMNIT cmd->forwardmove = MAXPLMOVE; - spinmode = true; + mem->thinkstate = AI_SPINFOLLOW; } else - spinmode = false; + mem->thinkstate = AI_FOLLOW; } } // 2D mode @@ -261,17 +282,19 @@ static void B_BuildTailsTiccmd(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd) && ((bot->pflags & PF_SPINNING) || !spin_last)) { spin = true; - spinmode = true; + mem->thinkstate = AI_SPINFOLLOW; } + else + mem->thinkstate = AI_FOLLOW; } } // ******** // FOLLOW - if (!(flymode || spinmode)) + if (mem->thinkstate == AI_FOLLOW || mem->thinkstate == AI_CATCHUP) { // Too far - if (panic || dist > followthres) + if (mem->thinkstate == AI_CATCHUP || dist > followthres) { if (!_2d) cmd->forwardmove = MAXPLMOVE; @@ -281,7 +304,7 @@ static void B_BuildTailsTiccmd(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd) cmd->sidemove = -MAXPLMOVE; } // Within threshold - else if (!panic && dist > followmin && abs(zdist) < 192*scale) + else if (dist > followmin && abs(zdist) < 192*scale) { if (!_2d) cmd->forwardmove = FixedHypot(pcmd->forwardmove, pcmd->sidemove); @@ -292,7 +315,7 @@ static void B_BuildTailsTiccmd(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd) else if (dist < followmin) { // Copy inputs - cmd->angleturn = (sonic->angle - tails->angle) >> 16; // NOT FRACBITS DAMNIT + cmd->angleturn = (sonic->angle) >> 16; // NOT FRACBITS DAMNIT bot->drawangle = ang; cmd->forwardmove = 8 * pcmd->forwardmove / 10; cmd->sidemove = 8 * pcmd->sidemove / 10; @@ -301,7 +324,7 @@ static void B_BuildTailsTiccmd(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd) // ******** // JUMP - if (!(flymode || spinmode)) + if (mem->thinkstate == AI_FOLLOW || mem->thinkstate == AI_CATCHUP || (mem->thinkstate == AI_SPINFOLLOW && player->pflags & PF_JUMPED)) { // Flying catch-up if (bot->pflags & PF_THOKKED) @@ -319,31 +342,30 @@ static void B_BuildTailsTiccmd(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd) // Start jump else if (!jump_last && !(bot->pflags & PF_JUMPED) //&& !(player->pflags & PF_SPINNING) && ((zdist > 32*scale && player->pflags & PF_JUMPED) // Following - || (zdist > 64*scale && panic) // Vertical catch-up - || (stalled && anxiety > 20 && bot->powers[pw_carry] == CR_NONE) + || (zdist > 64*scale && mem->thinkstate == AI_CATCHUP) // Vertical catch-up + || (stalled && mem-> catchup_tics > 20 && bot->powers[pw_carry] == CR_NONE) //|| (bmom < scale>>3 && dist > followthres && !(bot->powers[pw_carry])) // Stopped & not in carry state || (bot->pflags & PF_SPINNING && !(bot->pflags & PF_JUMPED)))) // Spinning jump = true; // Hold jump - else if (bot->pflags & PF_JUMPED && jump_last && tails->momz*flip > 0 && (zdist > 0 || panic)) + else if (bot->pflags & PF_JUMPED && jump_last && tails->momz*flip > 0 && (zdist > 0 || mem->thinkstate == AI_CATCHUP)) jump = true; // Start flying - else if (bot->pflags & PF_JUMPED && panic && !jump_last && bot->charability == CA_FLY) + else if (bot->pflags & PF_JUMPED && mem->thinkstate == AI_CATCHUP && !jump_last && bot->charability == CA_FLY) jump = true; } // ******** // HISTORY - jump_last = jump; - spin_last = spin; + //jump_last = jump; + //spin_last = spin; // Turn the virtual keypresses into ticcmd_t. B_KeysToTiccmd(tails, cmd, forward, backward, left, right, false, false, jump, spin); // Update our status - lastForward = forward; - lastBlocked = blocked; - blocked = false; + mem->lastForward = forward; + mem->lastBlocked = blocked; } void B_BuildTiccmd(player_t *player, ticcmd_t *cmd) @@ -362,32 +384,31 @@ void B_BuildTiccmd(player_t *player, ticcmd_t *cmd) // Bot AI isn't programmed in analog. CV_SetValue(&cv_analog[1], false); - // Bot cmd functions and hooks are not currently netplay compatible - // Necessary failsafe, as a bot in the P2 position in a netgame can inherit - // the last input from a hook triggered in splitscreen or SP. - if (netgame) - return; - // Let Lua scripts build ticcmds if (LUAh_BotTiccmd(player, cmd)) return; - // We don't have any main character AI, sorry. D: - if (player-players == consoleplayer) + // Make sure we have a valid main character to follow + B_UpdateBotleader(player); + if (!player->botleader) return; - // Basic Tails AI - B_BuildTailsTiccmd(players[consoleplayer].mo, player->mo, cmd); + // Single Player Tails AI + //B_BuildTailsTiccmd(players[consoleplayer].mo, player->mo, cmd); + B_BuildTailsTiccmd(player->botleader->mo, player->mo, cmd); } void B_KeysToTiccmd(mobj_t *mo, ticcmd_t *cmd, boolean forward, boolean backward, boolean left, boolean right, boolean strafeleft, boolean straferight, boolean jump, boolean spin) { + player_t *player = mo->player; // don't try to do stuff if your sonic is in a minecart or something - if (players[consoleplayer].powers[pw_carry] && players[consoleplayer].powers[pw_carry] != CR_PLAYER) + //if (players[consoleplayer].powers[pw_carry] && players[consoleplayer].powers[pw_carry] != CR_PLAYER) + //!!! + if (&player->botleader && player->botleader->powers[pw_carry] && player->botleader->powers[pw_carry] != CR_PLAYER) return; // Turn the virtual keypresses into ticcmd_t. if (twodlevel || mo->flags2 & MF2_TWOD) { - if (players[consoleplayer].climbing + if (player->botleader->climbing || mo->player->pflags & PF_GLIDING) { // Don't mess with bot inputs during these unhandled movement conditions. // The normal AI doesn't use abilities, so custom AI should be sending us exactly what it wants anyway. @@ -426,10 +447,10 @@ void B_KeysToTiccmd(mobj_t *mo, ticcmd_t *cmd, boolean forward, boolean backward cmd->forwardmove += MAXPLMOVE<<FRACBITS>>16; if (backward) cmd->forwardmove -= MAXPLMOVE<<FRACBITS>>16; - if (left) + if (left) cmd->angleturn += 1280; if (right) - cmd->angleturn -= 1280; + cmd->angleturn -= 1280; if (strafeleft) cmd->sidemove -= MAXPLMOVE<<FRACBITS>>16; if (straferight) @@ -453,14 +474,19 @@ void B_KeysToTiccmd(mobj_t *mo, ticcmd_t *cmd, boolean forward, boolean backward void B_MoveBlocked(player_t *player) { (void)player; - blocked = true; + player->blocked = true; } boolean B_CheckRespawn(player_t *player) { - mobj_t *sonic = players[consoleplayer].mo; + mobj_t *sonic; mobj_t *tails = player->mo; + //We don't have a main player to spawn to! + if (!player->botleader) + return false; + + sonic = player->botleader->mo; // We can't follow Sonic if he's not around! if (!sonic || sonic->health <= 0) return false; @@ -511,15 +537,19 @@ void B_RespawnBot(INT32 playernum) { player_t *player = &players[playernum]; fixed_t x,y,z; - mobj_t *sonic = players[consoleplayer].mo; + mobj_t *sonic; mobj_t *tails; + if (!player->botleader) + return; + + sonic = player->botleader->mo; if (!sonic || sonic->health <= 0) return; - B_ResetAI(); + B_ResetAI(&player->botmem); - player->bot = 1; + player->bot = BOT_2PAI; P_SpawnPlayer(playernum); tails = player->mo; @@ -546,10 +576,7 @@ void B_RespawnBot(INT32 playernum) player->powers[pw_spacetime] = sonic->player->powers[pw_spacetime]; player->powers[pw_gravityboots] = sonic->player->powers[pw_gravityboots]; player->powers[pw_nocontrol] = sonic->player->powers[pw_nocontrol]; - player->acceleration = sonic->player->acceleration; - player->accelstart = sonic->player->accelstart; - player->thrustfactor = sonic->player->thrustfactor; - player->normalspeed = sonic->player->normalspeed; + //!!! Nuke the speed equivalencies player->pflags |= PF_AUTOBRAKE|(sonic->player->pflags & PF_DIRECTIONCHAR); P_TeleportMove(tails, x, y, z); @@ -567,11 +594,11 @@ void B_RespawnBot(INT32 playernum) void B_HandleFlightIndicator(player_t *player) { mobj_t *tails = player->mo; - + botmem_t *mem = &player->botmem; if (!tails) return; - if (thinkfly && player->bot == 1 && tails->health) + if (mem->thinkstate == AI_THINKFLY && player->bot == BOT_2PAI && tails->health) { if (!tails->hnext) {