Restructured botticcmds into G_Ticker

This commit is contained in:
Shane Ellis 2021-01-23 10:36:44 -05:00
parent 4e47f240ad
commit 25bf4b54e2

View file

@ -1087,7 +1087,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
boolean turnleft, turnright, strafelkey, straferkey, movefkey, movebkey, mouseaiming, analogjoystickmove, gamepadjoystickmove, thisjoyaiming;
boolean strafeisturn; // Simple controls only
player_t *player = &players[ssplayer == 2 ? secondarydisplayplayer : consoleplayer];
camera_t *thiscam = ((ssplayer == 1 || player->bot == 2) ? &camera : &camera2);
camera_t *thiscam = ((ssplayer == 1 || player->bot == BOT_2PHUMAN) ? &camera : &camera2);
angle_t *myangle = (ssplayer == 1 ? &localangle : &localangle2);
INT32 *myaiming = (ssplayer == 1 ? &localaiming : &localaiming2);
@ -1560,23 +1560,14 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
cmd->forwardmove = (SINT8)(cmd->forwardmove + forward);
cmd->sidemove = (SINT8)(cmd->sidemove + side);
if (player->bot == 1) { // Tailsbot for P2
if (!player->powers[pw_tailsfly] && (cmd->forwardmove || cmd->sidemove || cmd->buttons))
{
player->bot = 2; // A player-controlled bot. Returns to AI when it respawns.
CV_SetValue(&cv_analog[1], true);
}
else
{
G_CopyTiccmd(cmd, I_BaseTiccmd2(), 1); // empty, or external driver
B_BuildTiccmd(player, cmd);
}
B_HandleFlightIndicator(player);
}
else if (player->bot == 2)
//Note: Majority of botstuffs are handled in G_Ticker now.
if (player->bot == BOT_2PHUMAN) //Player-controlled bot
{
G_CopyTiccmd(cmd, I_BaseTiccmd2(), 1); // empty, or external driver
// Fix offset angle for P2-controlled Tailsbot when P2's controls are set to non-Legacy
cmd->angleturn = (INT16)((localangle - *myangle) >> 16);
}
*myangle += (cmd->angleturn<<16);
if (controlstyle == CS_LMAOGALOG) {
@ -2290,22 +2281,51 @@ void G_Ticker(boolean run)
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
{ //!!!
INT16 received;
//Save last frame's button readings
players[i].lastbuttons = players[i].cmd.buttons;
G_CopyTiccmd(&players[i].cmd, &netcmds[buf][i], 1);
//Bot ticcmd handling
//Yes, ordinarily this would be handled in G_BuildTiccmd...
//...however, bot players won't have a corresponding consoleplayer or splitscreen player 2 to send that information.
//Therefore, this has to be done after ticcmd sends are received.
if (players[i].bot == BOT_2PAI) { // Tailsbot for P2
if (!players[i].powers[pw_tailsfly] && (players[i].cmd.forwardmove || players[i].cmd.sidemove || players[i].cmd.buttons))
{
players[i].bot = BOT_2PHUMAN; // A player-controlled bot. Returns to AI when it respawns.
CV_SetValue(&cv_analog[1], true);
}
else
{
B_BuildTiccmd(&players[i], &players[i].cmd);
}
B_HandleFlightIndicator(&players[i]);
}
else if (players[i].bot == BOT_MPAI) {
B_BuildTiccmd(&players[i], &players[i].cmd);
}
// Do angle adjustments.
if (players[i].bot == BOT_NONE || players[i].bot == BOT_2PHUMAN)
{
received = (players[i].cmd.angleturn & TICCMD_RECEIVED);
players[i].angleturn += players[i].cmd.angleturn - players[i].oldrelangleturn;
players[i].oldrelangleturn = players[i].cmd.angleturn;
if (P_ControlStyle(&players[i]) == CS_LMAOGALOG)
P_ForceLocalAngle(&players[i], players[i].angleturn << 16);
else
players[i].cmd.angleturn = players[i].angleturn;
received = (players[i].cmd.angleturn & TICCMD_RECEIVED);
players[i].angleturn += players[i].cmd.angleturn - players[i].oldrelangleturn;
players[i].oldrelangleturn = players[i].cmd.angleturn;
if (P_ControlStyle(&players[i]) == CS_LMAOGALOG)
P_ForceLocalAngle(&players[i], players[i].angleturn << 16);
else
players[i].cmd.angleturn = players[i].angleturn;
players[i].cmd.angleturn &= ~TICCMD_RECEIVED;
players[i].cmd.angleturn |= received;
players[i].cmd.angleturn &= ~TICCMD_RECEIVED;
players[i].cmd.angleturn |= received;
}
else // Less work is required if we're building a bot ticcmd.
{
players[i].angleturn = players[i].cmd.angleturn;
players[i].oldrelangleturn = players[i].cmd.angleturn;
}
}
}
@ -2627,8 +2647,8 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
p->totalring = totalring;
p->mare = mare;
if (bot == 2)
p->bot = 1; // reset to AI-controlled
if (bot == BOT_2PHUMAN)
p->bot = BOT_2PAI; // reset to AI-controlled
else
p->bot = bot;
p->pity = pity;
@ -2976,8 +2996,8 @@ void G_DoReborn(INT32 playernum)
// Make sure objectplace is OFF when you first start the level!
OP_ResetObjectplace();
// Tailsbot
if (player->bot && player->bot != 3 && playernum != consoleplayer)
//! Tailsbot
if (player->bot == BOT_2PAI || player->bot == BOT_2PHUMAN)
{ // Bots respawn next to their master.
mobj_t *oldmo = NULL;
@ -3198,7 +3218,7 @@ void G_AddPlayer(INT32 playernum)
if (!playeringame[i])
continue;
if (players[i].bot) // ignore dumb, stupid tails
if (players[i].bot == BOT_2PAI || players[i].bot == BOT_2PHUMAN) // ignore dumb, stupid tails
continue;
countplayers++;
@ -3239,7 +3259,7 @@ boolean G_EnoughPlayersFinished(void)
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator || players[i].bot)
if (!playeringame[i] || players[i].spectator || players[i].bot == BOT_2PAI || players[i].bot == BOT_2PHUMAN)
continue;
if (players[i].quittime > 30 * TICRATE)
continue;