Merge branch 'nonightsbot2' into 'master'

Properly fix bot showing up in NiGHTS stages (resolves #261 for real).

Closes #261

See merge request STJr/SRB2Internal!417
This commit is contained in:
MascaraSnake 2019-11-12 15:41:01 -05:00
commit b04452f7de
2 changed files with 98 additions and 94 deletions

View file

@ -1646,7 +1646,31 @@ void D_MapChange(INT32 mapnum, INT32 newgametype, boolean pultmode, boolean rese
// The supplied data are assumed to be good.
I_Assert(delay >= 0 && delay <= 2);
if (mapnum != -1)
{
CV_SetValue(&cv_nextmap, mapnum);
// Kick bot from special stages
if (botskin)
{
if (G_IsSpecialStage(mapnum) || (mapheaderinfo[mapnum-1] && (mapheaderinfo[mapnum-1]->typeoflevel & TOL_NIGHTS)))
{
if (botingame)
{
//CL_RemoveSplitscreenPlayer();
botingame = false;
playeringame[1] = false;
}
}
else if (!botingame)
{
//CL_AddSplitscreenPlayer();
botingame = true;
secondarydisplayplayer = 1;
playeringame[1] = true;
players[1].bot = 1;
SendNameAndColor2();
}
}
}
CONS_Debug(DBG_GAMELOGIC, "Map change: mapnum=%d gametype=%d ultmode=%d resetplayers=%d delay=%d skipprecutscene=%d\n",
mapnum, newgametype, pultmode, resetplayers, delay, skipprecutscene);
if ((netgame || multiplayer) && !((gametype == newgametype) && (newgametype == GT_COOP)))
@ -1689,29 +1713,6 @@ void D_MapChange(INT32 mapnum, INT32 newgametype, boolean pultmode, boolean rese
return;
}
// Kick bot from special stages
if (botskin)
{
if (G_IsSpecialStage(mapnum) || (mapheaderinfo[mapnum-1] && (mapheaderinfo[mapnum-1]->typeoflevel & TOL_NIGHTS)))
{
if (botingame)
{
//CL_RemoveSplitscreenPlayer();
botingame = false;
playeringame[1] = false;
}
}
else if (!botingame)
{
//CL_AddSplitscreenPlayer();
botingame = true;
secondarydisplayplayer = 1;
playeringame[1] = true;
players[1].bot = 1;
SendNameAndColor2();
}
}
chmappending++;
if (netgame)
WRITEUINT32(buf_p, M_RandomizedSeed()); // random seed

View file

@ -6560,7 +6560,7 @@ static void M_LevelSelectWarp(INT32 choice)
if (W_CheckNumForName(G_BuildMapName(cv_nextmap.value)) == LUMPERROR)
{
// CONS_Alert(CONS_WARNING, "Internal game map '%s' not found\n", G_BuildMapName(cv_nextmap.value));
CONS_Alert(CONS_WARNING, "Internal game map '%s' not found\n", G_BuildMapName(cv_nextmap.value));
return;
}
@ -7977,81 +7977,80 @@ static void M_SetupChoosePlayer(INT32 choice)
char *and;
(void)choice;
SP_PlayerMenu[0].status &= ~IT_DYBIGSPACE; // Correcting a hack that may be made below.
for (i = 0; i < 32; i++) // Handle charsels, availability, and unlocks.
if (!(mapheaderinfo[startmap-1]
&& (mapheaderinfo[startmap-1]->forcecharacter[0] != '\0'
|| (mapheaderinfo[startmap-1]->typeoflevel & TOL_NIGHTS)) // remove this later when everyone gets their own nights sprites, maybe
))
{
if (description[i].used) // If the character's disabled through SOC, there's nothing we can do for it.
for (i = 0; i < 32; i++) // Handle charsels, availability, and unlocks.
{
and = strchr(description[i].skinname, '&');
if (and)
if (description[i].used) // If the character's disabled through SOC, there's nothing we can do for it.
{
char firstskin[SKINNAMESIZE+1];
strncpy(firstskin, description[i].skinname, (and - description[i].skinname));
firstskin[(and - description[i].skinname)] = '\0';
description[i].skinnum[0] = R_SkinAvailable(firstskin);
description[i].skinnum[1] = R_SkinAvailable(and+1);
}
else
{
description[i].skinnum[0] = R_SkinAvailable(description[i].skinname);
description[i].skinnum[1] = -1;
}
skinnum = description[i].skinnum[0];
if ((skinnum != -1) && (R_SkinUsable(-1, skinnum)))
{
// Handling order.
if (firstvalid == 255)
firstvalid = i;
and = strchr(description[i].skinname, '&');
if (and)
{
char firstskin[SKINNAMESIZE+1];
strncpy(firstskin, description[i].skinname, (and - description[i].skinname));
firstskin[(and - description[i].skinname)] = '\0';
description[i].skinnum[0] = R_SkinAvailable(firstskin);
description[i].skinnum[1] = R_SkinAvailable(and+1);
}
else
{
description[i].prev = lastvalid;
description[lastvalid].next = i;
description[i].skinnum[0] = R_SkinAvailable(description[i].skinname);
description[i].skinnum[1] = -1;
}
lastvalid = i;
if (i == char_on)
allowed = true;
if (!(description[i].picname[0]))
skinnum = description[i].skinnum[0];
if ((skinnum != -1) && (R_SkinUsable(-1, skinnum)))
{
if (skins[skinnum].sprites[SPR2_XTRA].numframes >= XTRA_CHARSEL+1)
// Handling order.
if (firstvalid == 255)
firstvalid = i;
else
{
spritedef_t *sprdef = &skins[skinnum].sprites[SPR2_XTRA];
spriteframe_t *sprframe = &sprdef->spriteframes[XTRA_CHARSEL];
description[i].charpic = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE);
description[i].prev = lastvalid;
description[lastvalid].next = i;
}
lastvalid = i;
if (i == char_on)
allowed = true;
if (!(description[i].picname[0]))
{
if (skins[skinnum].sprites[SPR2_XTRA].numframes >= XTRA_CHARSEL+1)
{
spritedef_t *sprdef = &skins[skinnum].sprites[SPR2_XTRA];
spriteframe_t *sprframe = &sprdef->spriteframes[XTRA_CHARSEL];
description[i].charpic = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE);
}
else
description[i].charpic = W_CachePatchName("MISSING", PU_CACHE);
}
else
description[i].charpic = W_CachePatchName("MISSING", PU_CACHE);
}
else
description[i].charpic = W_CachePatchName(description[i].picname, PU_CACHE);
description[i].charpic = W_CachePatchName(description[i].picname, PU_CACHE);
if (description[i].nametag[0])
{
const char *nametag = description[i].nametag;
description[i].namepic = NULL;
if (W_LumpExists(nametag))
description[i].namepic = W_CachePatchName(nametag, PU_CACHE);
if (description[i].nametag[0])
{
const char *nametag = description[i].nametag;
description[i].namepic = NULL;
if (W_LumpExists(nametag))
description[i].namepic = W_CachePatchName(nametag, PU_CACHE);
}
}
// else -- Technically, character select icons without corresponding skins get bundled away behind this too. Sucks to be them.
}
// else -- Technically, character select icons without corresponding skins get bundled away behind this too. Sucks to be them.
}
}
if ((firstvalid != 255)
&& !(mapheaderinfo[startmap-1]
&& (mapheaderinfo[startmap-1]->forcecharacter[0] != '\0')
)
)
if (firstvalid != 255)
{ // One last bit of order we can't do in the iteration above.
description[firstvalid].prev = lastvalid;
description[lastvalid].next = firstvalid;
}
else // We're being forced into a specific character, so might as well.
else // We're being forced into a specific character, so might as well just skip it.
{
SP_PlayerMenu[0].status |= IT_DYBIGSPACE; // This is a dummy flag hack to make a non-IT_CALL character in slot 0 not softlock the game.
M_ChoosePlayer(0);
M_ChoosePlayer(-1);
return;
}
@ -8378,38 +8377,42 @@ static void M_DrawSetupChoosePlayerMenu(void)
static void M_ChoosePlayer(INT32 choice)
{
boolean ultmode = (ultimate_selectable && SP_PlayerDef.prevMenu == &SP_LoadDef && saveSlotSelected == NOSAVESLOT);
UINT8 skinnum;
// skip this if forcecharacter or no characters available
if (!(SP_PlayerMenu[0].status & IT_DYBIGSPACE))
if (choice == -1)
{
skinnum = botskin = 0;
botingame = false;
}
// M_SetupChoosePlayer didn't call us directly, that means we've been properly set up.
else
{
// M_SetupChoosePlayer didn't call us directly, that means we've been properly set up.
char_scroll = 0; // finish scrolling the menu
M_DrawSetupChoosePlayerMenu(); // draw the finally selected character one last time for the fadeout
// Is this a hack?
charseltimer = 0;
}
M_ClearMenus(true);
if (description[choice].skinnum[1] != -1) {
// this character has a second skin
botingame = true;
botskin = (UINT8)(description[choice].skinnum[1]+1);
botcolor = skins[description[choice].skinnum[1]].prefcolor;
}
else
{
botingame = false;
botskin = 0;
botcolor = 0;
skinnum = description[choice].skinnum[0];
if ((botingame = (description[choice].skinnum[1] != -1))) {
// this character has a second skin
botskin = (UINT8)(description[choice].skinnum[1]+1);
botcolor = skins[description[choice].skinnum[1]].prefcolor;
}
else
botskin = botcolor = 0;
}
M_ClearMenus(true);
if (startmap != spstage_start)
cursaveslot = 0;
//lastmapsaved = 0;
gamecomplete = false;
G_DeferedInitNew(ultmode, G_BuildMapName(startmap), (UINT8)description[choice].skinnum[0], false, fromlevelselect);
G_DeferedInitNew(ultmode, G_BuildMapName(startmap), skinnum, false, fromlevelselect);
COM_BufAddText("dummyconsvar 1\n"); // G_DeferedInitNew doesn't do this
if (levelselect.rows)