diff --git a/src/k_bot.c b/src/k_bot.c index 9c5dff35b..1d9b8ff83 100644 --- a/src/k_bot.c +++ b/src/k_bot.c @@ -575,14 +575,11 @@ static botprediction_t *K_CreateBotPrediction(player_t *player) const INT16 handling = K_GetKartTurnValue(player, KART_FULLTURN); // Reduce prediction based on how fast you can turn const INT16 normal = KART_FULLTURN; // "Standard" handling to compare to - const fixed_t distreduce = K_BotReducePrediction(player); - const fixed_t radreduce = min(distreduce + FRACUNIT/4, FRACUNIT); - const tic_t futuresight = (TICRATE * normal) / max(1, handling); // How far ahead into the future to try and predict - const fixed_t speed = max(P_AproxDistance(player->rmomx, player->rmomy), K_GetKartSpeed(player, false)); + const fixed_t speed = P_AproxDistance(player->rmomx, player->rmomy); - const INT32 startDist = (768 * mapobjectscale) / FRACUNIT; - const INT32 distance = ((FixedMul(speed, distreduce) / FRACUNIT) * futuresight) + startDist; + const INT32 startDist = (1536 * mapobjectscale) / FRACUNIT; + const INT32 distance = ((speed / FRACUNIT) * futuresight) + startDist; botprediction_t *predict = Z_Calloc(sizeof(botprediction_t), PU_STATIC, NULL); waypoint_t *wp = player->nextwaypoint; @@ -591,6 +588,9 @@ static botprediction_t *K_CreateBotPrediction(player_t *player) fixed_t smallestradius = INT32_MAX; angle_t angletonext = ANGLE_MAX; + // Halves radius when encountering a wall on your way to your destination. + fixed_t radreduce = FRACUNIT; + size_t nwp; size_t i; @@ -603,7 +603,7 @@ static botprediction_t *K_CreateBotPrediction(player_t *player) { predict->x = wp->mobj->x; predict->y = wp->mobj->y; - predict->radius = FixedMul(wp->mobj->radius, radreduce); + predict->radius = wp->mobj->radius; return predict; } @@ -653,6 +653,11 @@ static botprediction_t *K_CreateBotPrediction(player_t *player) continue; } + if (P_TraceBotTraversal(player->mo, wp->nextwaypoints[i]->mobj) == false) + { + continue; + } + // Unlike the other parts of this function, we're comparing the player's physical position, NOT the position of the waypoint!! // This should roughly correspond with how players will think about path splits. a = R_PointToAngle2( @@ -672,6 +677,24 @@ static botprediction_t *K_CreateBotPrediction(player_t *player) delta = a; } } + + if (i == wp->numnextwaypoints) + { + // No usable waypoint, we don't want to check any further + radreduce /= 2; + distanceleft = 0; + break; + } + } + else + { + if (P_TraceBotTraversal(player->mo, wp->nextwaypoints[nwp]->mobj) == false) + { + // If we can't get a direct path to this waypoint, we don't want to check any further. + radreduce /= 2; + distanceleft = 0; + break; + } } angletonext = R_PointToAngle2( diff --git a/src/k_bot.h b/src/k_bot.h index 94694c2dd..41c8df5e0 100644 --- a/src/k_bot.h +++ b/src/k_bot.h @@ -185,19 +185,22 @@ UINT8 K_EggboxStealth(fixed_t x, fixed_t y); /*-------------------------------------------------- - fixed_t K_BotReducePrediction(player_t *player); + boolean K_BotHatesThisSector(player_t *player, sector_t *sec, fixed_t x, fixed_t y) - Finds walls nearby the specified player, to create a multiplier - to pull bot predictions back by. + Tells us if a bot will play more careful around + this sector. Checks FOFs in the sector, as well. Input Arguments:- - player - Player to compare. + player - Player to check against. + sec - Sector to check against. + x - Linedef cross X position, for slopes + y - Linedef cross Y position, for slopes Return:- - Multiplier in fixed point scale. + true if avoiding this sector, false otherwise. --------------------------------------------------*/ -fixed_t K_BotReducePrediction(player_t *player); +boolean K_BotHatesThisSector(player_t *player, sector_t *sec, fixed_t x, fixed_t y); /*-------------------------------------------------- diff --git a/src/k_botsearch.c b/src/k_botsearch.c index 80650030d..846521e6f 100644 --- a/src/k_botsearch.c +++ b/src/k_botsearch.c @@ -162,21 +162,11 @@ static boolean K_BotHatesThisSectorsSpecial(player_t *player, sector_t *sec) } /*-------------------------------------------------- - static boolean K_BotHatesThisSector(player_t *player, sector_t *sec, fixed_t x, fixed_t y) + boolean K_BotHatesThisSector(player_t *player, sector_t *sec, fixed_t x, fixed_t y) - Tells us if a bot will play more careful around - this sector. Checks FOFs in the sector, as well. - - Input Arguments:- - player - Player to check against. - sec - Sector to check against. - x - Linedef cross X position, for slopes - y - Linedef cross Y position, for slopes - - Return:- - true if avoiding this sector, false otherwise. + See header file for description. --------------------------------------------------*/ -static boolean K_BotHatesThisSector(player_t *player, sector_t *sec, fixed_t x, fixed_t y) +boolean K_BotHatesThisSector(player_t *player, sector_t *sec, fixed_t x, fixed_t y) { const boolean flip = (player->mo->eflags & MFE_VERTICALFLIP); INT32 specialflag = 0; @@ -257,171 +247,6 @@ static boolean K_BotHatesThisSector(player_t *player, sector_t *sec, fixed_t x, return K_BotHatesThisSectorsSpecial(player, bestsector); } -/*-------------------------------------------------- - static boolean K_FindBlockingWalls(line_t *line) - - Blockmap search function. - Reels the bot prediction back in based on solid walls - or other obstacles surrounding the bot. - - Input Arguments:- - line - Linedef passed in from iteration. - - Return:- - true continues searching, false ends the search early. ---------------------------------------------------*/ -static boolean K_FindBlockingWalls(line_t *line) -{ - // Condensed version of PIT_CheckLine - const fixed_t maxstepmove = FixedMul(MAXSTEPMOVE, mapobjectscale); - fixed_t maxstep = maxstepmove; - fixed_t linedist = INT32_MAX; - INT32 lineside = 0; - vertex_t pos; - - if (!globalsmuggle.botmo || P_MobjWasRemoved(globalsmuggle.botmo) || !globalsmuggle.botmo->player) - { - return false; - } - - if (line->polyobj && !(line->polyobj->flags & POF_SOLID)) - { - return true; - } - - if (tmbbox[BOXRIGHT] <= line->bbox[BOXLEFT] || tmbbox[BOXLEFT] >= line->bbox[BOXRIGHT] - || tmbbox[BOXTOP] <= line->bbox[BOXBOTTOM] || tmbbox[BOXBOTTOM] >= line->bbox[BOXTOP]) - { - return true; - } - - if (P_BoxOnLineSide(tmbbox, line) != -1) - { - return true; - } - - lineside = P_PointOnLineSide(globalsmuggle.botmo->x, globalsmuggle.botmo->y, line); - - // one sided line - if (!line->backsector) - { - if (lineside) - { - // don't hit the back side - return true; - } - - goto blocked; - } - - if ((line->flags & ML_IMPASSABLE) || (line->flags & ML_BLOCKPLAYERS)) - { - goto blocked; - } - - // set openrange, opentop, openbottom - P_LineOpening(line, globalsmuggle.botmo); - - if (globalsmuggle.botmo->player->waterskip) - maxstep += maxstepmove; - - if (P_MobjTouchingSectorSpecial(globalsmuggle.botmo, 1, 13, false)) - maxstep <<= 1; - else if (P_MobjTouchingSectorSpecial(globalsmuggle.botmo, 1, 12, false)) - maxstep = 0; - - if ((openrange < globalsmuggle.botmo->height) // doesn't fit - || (opentop - globalsmuggle.botmo->z < globalsmuggle.botmo->height) // mobj is too high - || (openbottom - globalsmuggle.botmo->z > maxstep)) // too big a step up - { - goto blocked; - } - - // Treat damage sectors like walls - P_ClosestPointOnLine(globalsmuggle.botmo->x, globalsmuggle.botmo->y, line, &pos); - - if (lineside) - { - if (K_BotHatesThisSector(globalsmuggle.botmo->player, line->frontsector, pos.x, pos.y)) - goto blocked; - } - else - { - if (K_BotHatesThisSector(globalsmuggle.botmo->player, line->backsector, pos.x, pos.y)) - goto blocked; - } - - // We weren't blocked! - return true; - -blocked: - linedist = K_DistanceOfLineFromPoint(line->v1->x, line->v1->y, line->v2->x, line->v2->y, globalsmuggle.botmo->x, globalsmuggle.botmo->y); - linedist -= (globalsmuggle.botmo->radius * 8); // Maintain a reasonable distance away from it - - if (linedist > globalsmuggle.distancetocheck) - { - return true; - } - - if (linedist <= 0) - { - globalsmuggle.closestlinedist = 0; - return false; - } - - if (linedist < globalsmuggle.closestlinedist) - { - globalsmuggle.closestlinedist = linedist; - } - - return true; -} - -/*-------------------------------------------------- - fixed_t K_BotReducePrediction(player_t *player) - - See header file for description. ---------------------------------------------------*/ -fixed_t K_BotReducePrediction(player_t *player) -{ - INT32 xl, xh, yl, yh, bx, by; - - globalsmuggle.botmo = player->mo; - globalsmuggle.distancetocheck = (player->mo->radius * 32); - globalsmuggle.closestlinedist = INT32_MAX; - - tmx = player->mo->x; - tmy = player->mo->y; - - xl = (unsigned)(tmx - globalsmuggle.distancetocheck - bmaporgx)>>MAPBLOCKSHIFT; - xh = (unsigned)(tmx + globalsmuggle.distancetocheck - bmaporgx)>>MAPBLOCKSHIFT; - yl = (unsigned)(tmy - globalsmuggle.distancetocheck - bmaporgy)>>MAPBLOCKSHIFT; - yh = (unsigned)(tmy + globalsmuggle.distancetocheck - bmaporgy)>>MAPBLOCKSHIFT; - - BMBOUNDFIX(xl, xh, yl, yh); - - tmbbox[BOXTOP] = tmy + globalsmuggle.distancetocheck; - tmbbox[BOXBOTTOM] = tmy - globalsmuggle.distancetocheck; - tmbbox[BOXRIGHT] = tmx + globalsmuggle.distancetocheck; - tmbbox[BOXLEFT] = tmx - globalsmuggle.distancetocheck; - - // Check for lines that the bot might collide with - for (bx = xl; bx <= xh; bx++) - { - for (by = yl; by <= yh; by++) - { - P_BlockLinesIterator(bx, by, K_FindBlockingWalls); - } - } - - if (globalsmuggle.closestlinedist == INT32_MAX) - { - return FRACUNIT; - } - - return (FRACUNIT/2) + (FixedDiv(globalsmuggle.closestlinedist, globalsmuggle.distancetocheck) / 2); -} - /*-------------------------------------------------- static void K_AddAttackObject(mobj_t *thing, UINT8 side, UINT8 weight) diff --git a/src/p_local.h b/src/p_local.h index db9e9e6dd..d90bfde4c 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -404,6 +404,8 @@ boolean P_IsLineBlocking(const line_t *ld, const mobj_t *thing); boolean P_IsLineTripWire(const line_t *ld); boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y); boolean P_CheckCameraPosition(fixed_t x, fixed_t y, camera_t *thiscam); +fixed_t P_BaseStepUp(void); +fixed_t P_GetThingStepUp(mobj_t *thing); boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff); boolean P_Move(mobj_t *actor, fixed_t speed); boolean P_SetOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z); @@ -413,6 +415,7 @@ void P_BouncePlayerMove(mobj_t *mo); void P_BounceMove(mobj_t *mo); boolean P_CheckSight(mobj_t *t1, mobj_t *t2); boolean P_TraceBlockingLines(mobj_t *t1, mobj_t *t2); +boolean P_TraceBotTraversal(mobj_t *t1, mobj_t *t2); void P_CheckHoopPosition(mobj_t *hoopthing, fixed_t x, fixed_t y, fixed_t z, fixed_t radius); boolean P_CheckSector(sector_t *sector, boolean crunch); diff --git a/src/p_map.c b/src/p_map.c index bcecb1dfa..966c332b8 100644 --- a/src/p_map.c +++ b/src/p_map.c @@ -2428,6 +2428,42 @@ static boolean P_WaterStepUp(mobj_t *thing) P_WaterRunning(thing); } +fixed_t P_BaseStepUp(void) +{ + return FixedMul(MAXSTEPMOVE, mapobjectscale); +} + +fixed_t P_GetThingStepUp(mobj_t *thing) +{ + const fixed_t maxstepmove = P_BaseStepUp(); + fixed_t maxstep = maxstepmove; + + if (thing->type == MT_SKIM) + { + // Skim special (not needed for kart?) + return 0; + } + + if (P_WaterStepUp(thing) == true) + { + // Add some extra stepmove when waterskipping + maxstep += maxstepmove; + } + + if (P_MobjTouchingSectorSpecial(thing, 1, 13, false)) + { + // If using type Section1:13, double the maxstep. + maxstep <<= 1; + } + else if (P_MobjTouchingSectorSpecial(thing, 1, 12, false)) + { + // If using type Section1:12, no maxstep. For short walls, like Egg Zeppelin + maxstep = 0; + } + + return maxstep; +} + // // P_TryMove // Attempt to move to a new position. @@ -2489,21 +2525,7 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff) if (!(thing->flags & MF_NOCLIP)) { //All things are affected by their scale. - const fixed_t maxstepmove = FixedMul(MAXSTEPMOVE, mapobjectscale); - fixed_t maxstep = maxstepmove; - - if (thing->player && P_WaterStepUp(thing)) - maxstep += maxstepmove; // Add some extra stepmove when waterskipping - - // If using type Section1:13, double the maxstep. - if (P_MobjTouchingSectorSpecial(thing, 1, 13, false)) - maxstep <<= 1; - // If using type Section1:12, no maxstep. For short walls, like Egg Zeppelin - else if (P_MobjTouchingSectorSpecial(thing, 1, 12, false)) - maxstep = 0; - - if (thing->type == MT_SKIM) - maxstep = 0; + fixed_t maxstep = P_GetThingStepUp(thing); if (tmceilingz - tmfloorz < thing->height) { @@ -2740,7 +2762,7 @@ boolean P_SceneryTryMove(mobj_t *thing, fixed_t x, fixed_t y) if (!(thing->flags & MF_NOCLIP)) { - const fixed_t maxstep = FixedMul(MAXSTEPMOVE, mapobjectscale); + const fixed_t maxstep = P_BaseStepUp(); if (tmceilingz - tmfloorz < thing->height) return false; // doesn't fit @@ -3202,7 +3224,7 @@ static boolean PTR_LineIsBlocking(line_t *li) if (opentop - slidemo->z < slidemo->height) return true; // mobj is too high - if (openbottom - slidemo->z > FixedMul(MAXSTEPMOVE, mapobjectscale)) + if (openbottom - slidemo->z > P_GetThingStepUp(slidemo)) return true; // too big a step up return false; diff --git a/src/p_sight.c b/src/p_sight.c index 38a50df36..a5aebf55c 100644 --- a/src/p_sight.c +++ b/src/p_sight.c @@ -18,6 +18,8 @@ #include "r_main.h" #include "r_state.h" +#include "k_bot.h" // K_BotHatesThisSector + // // P_CheckSight // @@ -572,7 +574,7 @@ static boolean P_CrossBlockingSubsector(size_t num, register traceblocking_t *tb if (P_IsLineBlocking(line, tb->compareThing) == true) { - // This line will block us + // This line will always block us return false; } } @@ -656,3 +658,181 @@ boolean P_TraceBlockingLines(mobj_t *t1, mobj_t *t2) // the head node is the last node output return P_CrossBSPNodeBlocking((INT32)numnodes - 1, &tb); } + +// +// ANOTHER version, this time for bot traversal. +// (TODO: since we have so many versions of this function, the differences +// should maybe just be a function var that gets called?) +// + +static boolean P_CrossBotTraversalSubsector(size_t num, register traceblocking_t *tb) +{ + seg_t *seg; + INT32 count; + +#ifdef RANGECHECK + if (num >= numsubsectors) + I_Error("P_CrossBotTraversalSubsector: ss %s with numss = %s\n", sizeu1(num), sizeu2(numsubsectors)); +#endif + + // haleyjd 02/23/06: this assignment should be after the above check + seg = segs + subsectors[num].firstline; + + for (count = subsectors[num].numlines; --count >= 0; seg++) // check lines + { + line_t *line = seg->linedef; + divline_t divl; + const vertex_t *v1,*v2; + fixed_t maxstep = INT32_MAX; + + if (seg->glseg) + continue; + + // already checked other side? + if (line->validcount == validcount) + continue; + + line->validcount = validcount; + + // OPTIMIZE: killough 4/20/98: Added quick bounding-box rejection test + if (line->bbox[BOXLEFT ] > tb->bbox[BOXRIGHT ] || + line->bbox[BOXRIGHT ] < tb->bbox[BOXLEFT ] || + line->bbox[BOXBOTTOM] > tb->bbox[BOXTOP ] || + line->bbox[BOXTOP] < tb->bbox[BOXBOTTOM]) + continue; + + v1 = line->v1; + v2 = line->v2; + + // line isn't crossed? + if (P_DivlineSide(v1->x, v1->y, &tb->strace) == + P_DivlineSide(v2->x, v2->y, &tb->strace)) + continue; + + // stop because it is not two sided anyway + if (!(line->flags & ML_TWOSIDED)) + return false; + + divl.dx = v2->x - (divl.x = v1->x); + divl.dy = v2->y - (divl.y = v1->y); + + // line isn't crossed? + if (P_DivlineSide(tb->strace.x, tb->strace.y, &divl) == + P_DivlineSide(tb->t2x, tb->t2y, &divl)) + continue; + + if (P_IsLineBlocking(line, tb->compareThing) == true) + { + // This line will always block us + return false; + } + + // set openrange, opentop, openbottom + P_LineOpening(line, tb->compareThing); + maxstep = P_GetThingStepUp(tb->compareThing); + + if ((openrange < tb->compareThing->height) // doesn't fit + || (opentop - tb->compareThing->z < tb->compareThing->height) // mobj is too high + || (openbottom - tb->compareThing->z > maxstep)) // too big a step up + { + // This line situationally blocks us + return false; + } + + // Treat damage sectors like walls + if (tb->compareThing->player != NULL) + { + INT32 lineside = 0; + vertex_t pos; + + P_ClosestPointOnLine(tb->compareThing->x, tb->compareThing->y, line, &pos); + lineside = P_PointOnLineSide(tb->compareThing->x, tb->compareThing->y, line); + + if (K_BotHatesThisSector(tb->compareThing->player, lineside ? line->frontsector : line->backsector, pos.x, pos.y)) + { + // This line does not block us, but we don't want to be in it. + return false; + } + } + } + + // passed the subsector ok + return true; +} + +static boolean P_CrossBSPNodeBotTraversal(INT32 bspnum, register traceblocking_t *tb) +{ + while (!(bspnum & NF_SUBSECTOR)) + { + register node_t *bsp = nodes + bspnum; + INT32 side = P_DivlineSide(tb->strace.x,tb->strace.y,(divline_t *)bsp)&1; + if (side == P_DivlineSide(tb->t2x, tb->t2y, (divline_t *) bsp)) + bspnum = bsp->children[side]; // doesn't touch the other side + else // the partition plane is crossed here + { + if (!P_CrossBSPNodeBotTraversal(bsp->children[side], tb)) + return false; // cross the starting side + else + bspnum = bsp->children[side^1]; // cross the ending side + } + } + + return P_CrossBotTraversalSubsector((bspnum == -1 ? 0 : bspnum & ~NF_SUBSECTOR), tb); +} + +boolean P_TraceBotTraversal(mobj_t *t1, mobj_t *t2) +{ + const sector_t *s1, *s2; + size_t pnum; + traceblocking_t tb; + + // First check for trivial rejection. + if (!t1 || !t2) + return false; + + I_Assert(!P_MobjWasRemoved(t1)); + I_Assert(!P_MobjWasRemoved(t2)); + + if (!t1->subsector || !t2->subsector + || !t1->subsector->sector || !t2->subsector->sector) + return false; + + s1 = t1->subsector->sector; + s2 = t2->subsector->sector; + pnum = (s1-sectors)*numsectors + (s2-sectors); + + if (rejectmatrix != NULL) + { + // Check in REJECT table. + if (rejectmatrix[pnum>>3] & (1 << (pnum&7))) // can't possibly be connected + return false; + } + + // killough 11/98: shortcut for melee situations + // same subsector? obviously visible + // haleyjd 02/23/06: can't do this if there are polyobjects in the subsec + if (!t1->subsector->polyList && + t1->subsector == t2->subsector) + return true; + + validcount++; + + tb.strace.dx = (tb.t2x = t2->x) - (tb.strace.x = t1->x); + tb.strace.dy = (tb.t2y = t2->y) - (tb.strace.y = t1->y); + + if (t1->x > t2->x) + tb.bbox[BOXRIGHT] = t1->x, tb.bbox[BOXLEFT] = t2->x; + else + tb.bbox[BOXRIGHT] = t2->x, tb.bbox[BOXLEFT] = t1->x; + + if (t1->y > t2->y) + tb.bbox[BOXTOP] = t1->y, tb.bbox[BOXBOTTOM] = t2->y; + else + tb.bbox[BOXTOP] = t2->y, tb.bbox[BOXBOTTOM] = t1->y; + + tb.compareThing = t1; + + // the head node is the last node output + return P_CrossBSPNodeBotTraversal((INT32)numnodes - 1, &tb); +} +