Revert "Add conditions for new player bot type"

This reverts commit b995e3cb75
This commit is contained in:
Shane Ellis 2021-01-15 22:32:02 +00:00
parent 161e1c42cb
commit 759ff44dfd

View file

@ -1189,7 +1189,7 @@ void P_GivePlayerRings(player_t *player, INT32 num_rings)
if (!player)
return;
if (player->bot && player->bot != 3)
if (player->bot)
player = &players[consoleplayer];
if (!player->mo)
@ -1234,7 +1234,7 @@ void P_GivePlayerSpheres(player_t *player, INT32 num_spheres)
if (!player)
return;
if (player->bot && player->bot != 3)
if (player->bot)
player = &players[consoleplayer];
if (!player->mo)
@ -1261,7 +1261,7 @@ void P_GivePlayerLives(player_t *player, INT32 numlives)
if (!player)
return;
if (player->bot && player->bot != 3)
if (player->bot)
player = &players[consoleplayer];
if (gamestate == GS_LEVEL)
@ -1341,7 +1341,7 @@ void P_DoSuperTransformation(player_t *player, boolean giverings)
// Transformation animation
P_SetPlayerMobjState(player->mo, S_PLAY_SUPER_TRANS1);
if (giverings)
if (giverings && player->rings < 50)
player->rings = 50;
// Just in case.
@ -1367,7 +1367,7 @@ void P_AddPlayerScore(player_t *player, UINT32 amount)
{
UINT32 oldscore;
if (player->bot && player->bot != 3)
if (player->bot)
player = &players[consoleplayer];
// NiGHTS does it different!
@ -1491,10 +1491,10 @@ void P_PlayLivesJingle(player_t *player)
if (player && !P_IsLocalPlayer(player))
return;
if (use1upSound || cv_1upsound.value)
S_StartSound(NULL, sfx_oneup);
else if (mariomode)
if (mariomode)
S_StartSound(NULL, sfx_marioa);
else if (use1upSound || cv_1upsound.value)
S_StartSound(NULL, sfx_oneup);
else
{
P_PlayJingle(player, JT_1UP);
@ -2329,7 +2329,8 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
P_MobjCheckWater(player->mo);
if (player->pflags & PF_SPINNING)
{
if (player->mo->state-states != S_PLAY_ROLL && !(player->pflags & PF_STARTDASH))
if (!(player->pflags & PF_STARTDASH) && player->panim != PA_ROLL && player->panim != PA_ETC
&& player->panim != PA_ABILITY && player->panim != PA_ABILITY2)
{
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_spin);
@ -2612,10 +2613,10 @@ static void P_CheckBustableBlocks(player_t *player)
if ((netgame || multiplayer) && player->spectator)
return;
oldx = player->mo->x;
oldy = player->mo->y;
if (!(player->pflags & PF_BOUNCING)) // Bouncers only get to break downwards, not sideways
{
P_UnsetThingPosition(player->mo);
@ -2634,7 +2635,7 @@ static void P_CheckBustableBlocks(player_t *player)
if (!node->m_sector->ffloors)
continue;
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
{
if (!P_PlayerCanBust(player, rover))
@ -2992,7 +2993,7 @@ static void P_CheckUnderwaterAndSpaceTimer(player_t *player)
player->powers[pw_spacetime] = 0;
// Underwater audio cues
if (P_IsLocalPlayer(player) && !player->bot && player->bot != 3)
if (P_IsLocalPlayer(player) && !player->bot)
{
if ((player->powers[pw_underwater] == 25*TICRATE + 1)
|| (player->powers[pw_underwater] == 20*TICRATE + 1)
@ -4525,6 +4526,9 @@ void P_DoJump(player_t *player, boolean soundandstate)
player->pflags |= P_GetJumpFlags(player);;
if (player->charflags & SF_NOJUMPDAMAGE)
player->pflags &= ~PF_SPINNING;
if (soundandstate)
{
if (!player->spectator)
@ -5020,7 +5024,7 @@ static boolean P_PlayerShieldThink(player_t *player, ticcmd_t *cmd, mobj_t *lock
if ((player->powers[pw_shield] & SH_NOSTACK) && !player->powers[pw_super] && !(player->pflags & PF_SPINDOWN)
&& ((!(player->pflags & PF_THOKKED) || (((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP || (player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT) && player->secondjump == UINT8_MAX) ))) // thokked is optional if you're bubblewrapped / 3dblasted
{
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT)
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT && !(player->charflags & SF_NOSHIELDABILITY))
{
if ((lockonshield = P_LookForEnemies(player, false, false)))
{
@ -5043,7 +5047,7 @@ static boolean P_PlayerShieldThink(player_t *player, ticcmd_t *cmd, mobj_t *lock
}
}
}
if (cmd->buttons & BT_SPIN && !LUAh_ShieldSpecial(player)) // Spin button effects
if ((!(player->charflags & SF_NOSHIELDABILITY)) && (cmd->buttons & BT_SPIN && !LUAh_ShieldSpecial(player))) // Spin button effects
{
// Force stop
if ((player->powers[pw_shield] & ~(SH_FORCEHP|SH_STACK)) == SH_FORCE)
@ -5491,7 +5495,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
break;
}
}
else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_WHIRLWIND && !player->powers[pw_super])
else if ((!(player->charflags & SF_NOSHIELDABILITY)) && ((player->powers[pw_shield] & SH_NOSTACK) == SH_WHIRLWIND && !player->powers[pw_super] && !LUAh_ShieldSpecial(player)))
P_DoJumpShield(player);
}
@ -5920,7 +5924,7 @@ static void P_3dMovement(player_t *player)
player->rmomy = player->mo->momy - player->cmomy;
// Calculates player's speed based on distance-of-a-line formula
player->speed = P_AproxDistance(player->rmomx, player->rmomy);
player->speed = R_PointToDist2(0, 0, player->rmomx, player->rmomy);
// Monster Iestyn - 04-11-13
// Quadrants are stupid, excessive and broken, let's do this a much simpler way!
@ -5953,6 +5957,22 @@ static void P_3dMovement(player_t *player)
acceleration = 96 + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * 40;
topspeed = normalspd;
}
else if (player->bot)
{ // Bot steals player 1's stats
normalspd = FixedMul(players[consoleplayer].normalspeed, player->mo->scale);
thrustfactor = players[consoleplayer].thrustfactor;
acceleration = players[consoleplayer].accelstart + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * players[consoleplayer].acceleration;
if (player->powers[pw_tailsfly])
topspeed = normalspd/2;
else if (player->mo->eflags & (MFE_UNDERWATER|MFE_GOOWATER))
{
topspeed = normalspd/2;
acceleration = 2*acceleration/3;
}
else
topspeed = normalspd;
}
else
{
if (player->powers[pw_super] || player->powers[pw_sneakers])
@ -7736,6 +7756,11 @@ void P_ElementalFire(player_t *player, boolean cropcircle)
flame->eflags = (flame->eflags & ~MFE_VERTICALFLIP)|(player->mo->eflags & MFE_VERTICALFLIP);
P_InstaThrust(flame, flame->angle, FixedMul(3*FRACUNIT, flame->scale));
P_SetObjectMomZ(flame, 3*FRACUNIT, false);
if (!(gametyperules & GTR_FRIENDLY))
{
P_SetMobjState(flame, S_TEAM_SPINFIRE1);
flame->color = player->mo->color;
}
}
#undef limitangle
#undef numangles
@ -7763,6 +7788,11 @@ void P_ElementalFire(player_t *player, boolean cropcircle)
flame->destscale = player->mo->scale;
P_SetScale(flame, player->mo->scale);
flame->eflags = (flame->eflags & ~MFE_VERTICALFLIP)|(player->mo->eflags & MFE_VERTICALFLIP);
if (!(gametyperules & GTR_FRIENDLY))
{
P_SetMobjState(flame, S_TEAM_SPINFIRE1);
flame->color = player->mo->color;
}
flame->momx = 8; // this is a hack which is used to ensure it still behaves as a missile and can damage others
P_XYMovement(flame);
@ -8589,12 +8619,6 @@ void P_MovePlayer(player_t *player)
player->climbing--;
}
if (!player->climbing)
{
player->lastsidehit = -1;
player->lastlinehit = -1;
}
// Make sure you're not teetering when you shouldn't be.
if (player->panim == PA_EDGE
&& (player->mo->momx || player->mo->momy || player->mo->momz))
@ -8619,6 +8643,7 @@ void P_MovePlayer(player_t *player)
P_DoFiring(player, cmd);
{
boolean atspinheight = false;
fixed_t oldheight = player->mo->height;
// Less height while spinning. Good for spinning under things...?
@ -8628,32 +8653,35 @@ void P_MovePlayer(player_t *player)
|| player->powers[pw_tailsfly] || player->pflags & PF_GLIDING
|| (player->charability == CA_GLIDEANDCLIMB && player->mo->state-states == S_PLAY_GLIDE_LANDING)
|| (player->charability == CA_FLY && player->mo->state-states == S_PLAY_FLY_TIRED))
{
player->mo->height = P_GetPlayerSpinHeight(player);
atspinheight = true;
}
else
player->mo->height = P_GetPlayerHeight(player);
if (player->mo->eflags & MFE_VERTICALFLIP && player->mo->height != oldheight) // adjust z height for reverse gravity, similar to how it's done for scaling
player->mo->z -= player->mo->height - oldheight;
}
// Crush test...
if ((player->mo->ceilingz - player->mo->floorz < player->mo->height)
&& !(player->mo->flags & MF_NOCLIP))
{
if ((player->charability2 == CA2_SPINDASH) && !(player->pflags & PF_SPINNING))
// Crush test...
if ((player->mo->ceilingz - player->mo->floorz < player->mo->height)
&& !(player->mo->flags & MF_NOCLIP))
{
player->pflags |= PF_SPINNING;
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
}
else if (player->mo->ceilingz - player->mo->floorz < player->mo->height)
{
if ((netgame || multiplayer) && player->spectator)
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_SPECTATOR); // Respawn crushed spectators
else
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_CRUSHED);
if (!atspinheight)
{
player->pflags |= PF_SPINNING;
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
}
else if (player->mo->ceilingz - player->mo->floorz < player->mo->height)
{
if ((netgame || multiplayer) && player->spectator)
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_SPECTATOR); // Respawn crushed spectators
else
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_CRUSHED);
if (player->playerstate == PST_DEAD)
return;
if (player->playerstate == PST_DEAD)
return;
}
}
}
@ -9469,11 +9497,11 @@ static void P_DeathThink(player_t *player)
if (player->deadtimer < INT32_MAX)
player->deadtimer++;
if (player->bot && player->bot != 3) // don't allow bots to do any of the below, B_CheckRespawn does all they need for respawning already
if (player->bot) // don't allow bots to do any of the below, B_CheckRespawn does all they need for respawning already
goto notrealplayer;
// continue logic
if (!(netgame || multiplayer) && player->lives <= 0 && player ==&players[consoleplayer]) //Extra players in SP can't be allowed to continue or end game
if (!(netgame || multiplayer) && player->lives <= 0)
{
if (player->deadtimer > (3*TICRATE) && (cmd->buttons & BT_SPIN || cmd->buttons & BT_JUMP) && (!continuesInSession || player->continues > 0))
G_UseContinue();
@ -11452,7 +11480,7 @@ void P_PlayerThink(player_t *player)
player->playerstate = PST_DEAD;
}
if (player->bot && player->bot != 3)
if (player->bot)
{
if (player->playerstate == PST_LIVE || player->playerstate == PST_DEAD)
{
@ -11466,7 +11494,6 @@ void P_PlayerThink(player_t *player)
}
}
#ifdef SEENAMES
if (netgame && player == &players[displayplayer] && !(leveltime % (TICRATE/5)))
{
seenplayer = NULL;
@ -11491,7 +11518,6 @@ void P_PlayerThink(player_t *player)
}
}
}
#endif
if (player->awayviewmobj && P_MobjWasRemoved(player->awayviewmobj))
{
@ -12562,13 +12588,16 @@ void P_PlayerAfterThink(player_t *player)
player->powers[pw_carry] = CR_NONE;
else
{
P_TryMove(player->mo, tails->x + P_ReturnThrustX(tails, tails->player->drawangle, 4*FRACUNIT), tails->y + P_ReturnThrustY(tails, tails->player->drawangle, 4*FRACUNIT), true);
if (tails->player)
P_TryMove(player->mo, tails->x + P_ReturnThrustX(tails, tails->player->drawangle, 4*FRACUNIT), tails->y + P_ReturnThrustY(tails, tails->player->drawangle, 4*FRACUNIT), true);
else
P_TryMove(player->mo, tails->x + P_ReturnThrustX(tails, tails->angle, 4*FRACUNIT), tails->y + P_ReturnThrustY(tails, tails->angle, 4*FRACUNIT), true);
player->mo->momx = tails->momx;
player->mo->momy = tails->momy;
player->mo->momz = tails->momz;
}
if (G_CoopGametype() && (!tails->player || tails->player->bot != 1))
if (G_CoopGametype() && tails->player && tails->player->bot != 1)
{
player->mo->angle = tails->angle;
@ -12583,7 +12612,7 @@ void P_PlayerAfterThink(player_t *player)
{
if (player->mo->state-states != S_PLAY_RIDE)
P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
if ((tails->skin && ((skin_t *)(tails->skin))->sprites[SPR2_SWIM].numframes) && (tails->eflags & MFE_UNDERWATER))
if (tails->player && (tails->skin && ((skin_t *)(tails->skin))->sprites[SPR2_SWIM].numframes) && (tails->eflags & MFE_UNDERWATER))
tails->player->powers[pw_tailsfly] = 0;
}
else