diff --git a/src/b_bot.c b/src/b_bot.c index 9213da95e..cdd74fc07 100644 --- a/src/b_bot.c +++ b/src/b_bot.c @@ -18,29 +18,38 @@ #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 + 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 +58,47 @@ 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 (LUA_HookBotAI(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); if (sonic->player->cmd.buttons & BT_JUMP && (sonic->player->pflags & PF_JUMPED) && isrelevant) cmd->buttons |= BT_JUMP; if (isrelevant) @@ -103,56 +120,57 @@ 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 +183,19 @@ 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 +203,10 @@ 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 +220,19 @@ 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 +241,21 @@ 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 +263,12 @@ 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 +278,19 @@ 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 +300,7 @@ 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 +311,7 @@ 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 +320,7 @@ 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 +338,30 @@ 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) @@ -366,22 +384,25 @@ void B_BuildTiccmd(player_t *player, ticcmd_t *cmd) if (LUA_HookTiccmd(player, cmd, HOOK(BotTiccmd))) 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 (&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. @@ -420,10 +441,10 @@ void B_KeysToTiccmd(mobj_t *mo, ticcmd_t *cmd, boolean forward, boolean backward cmd->forwardmove += MAXPLMOVE<>16; if (backward) cmd->forwardmove -= MAXPLMOVE<>16; - if (left) + if (left) cmd->angleturn += 1280; if (right) - cmd->angleturn -= 1280; + cmd->angleturn -= 1280; if (strafeleft) cmd->sidemove -= MAXPLMOVE<>16; if (straferight) @@ -447,14 +468,19 @@ 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; @@ -505,15 +531,19 @@ 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; @@ -540,10 +570,6 @@ 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; player->pflags |= PF_AUTOBRAKE|(sonic->player->pflags & PF_DIRECTIONCHAR); P_TeleportMove(tails, x, y, z); @@ -561,11 +587,11 @@ 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) { diff --git a/src/b_bot.h b/src/b_bot.h index 9f55637d1..a89cfab19 100644 --- a/src/b_bot.h +++ b/src/b_bot.h @@ -10,6 +10,7 @@ /// \file b_bot.h /// \brief Basic bot handling +void B_UpdateBotleader(player_t *player); void B_BuildTiccmd(player_t *player, ticcmd_t *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); boolean B_CheckRespawn(player_t *player); diff --git a/src/d_clisrv.c b/src/d_clisrv.c index 36a0d7df7..aa7bc8a6c 100644 --- a/src/d_clisrv.c +++ b/src/d_clisrv.c @@ -2537,7 +2537,7 @@ void CL_ClearPlayer(INT32 playernum) // // Removes a player from the current game // -static void CL_RemovePlayer(INT32 playernum, kickreason_t reason) +void CL_RemovePlayer(INT32 playernum, kickreason_t reason) { // Sanity check: exceptional cases (i.e. c-fails) can cause multiple // kick commands to be issued for the same player. diff --git a/src/d_clisrv.h b/src/d_clisrv.h index d43432619..a89c054e1 100644 --- a/src/d_clisrv.h +++ b/src/d_clisrv.h @@ -405,6 +405,7 @@ void CL_Reset(void); void CL_ClearPlayer(INT32 playernum); void CL_QueryServerList(msg_server_t *list); void CL_UpdateServerList(boolean internetsearch, INT32 room); +void CL_RemovePlayer(INT32 playernum, kickreason_t reason); // Is there a game running boolean Playing(void); diff --git a/src/d_player.h b/src/d_player.h index 54ab34288..a0db1402d 100644 --- a/src/d_player.h +++ b/src/d_player.h @@ -313,9 +313,43 @@ typedef enum RW_RAIL = 32 } ringweapons_t; +//Bot types +typedef enum +{ + BOT_NONE = 0, + BOT_2PAI, + BOT_2PHUMAN, + BOT_MPAI +} bottype_t; + +//AI states +typedef enum +{ + AI_STANDBY = 0, + AI_FOLLOW, + AI_CATCHUP, + AI_THINKFLY, + AI_FLYSTANDBY, + AI_FLYCARRY, + AI_SPINFOLLOW +} aistatetype_t; + + // ======================================================================== // PLAYER STRUCTURE // ======================================================================== + +//Bot memory struct +typedef struct botmem_s +{ + boolean lastForward; + boolean lastBlocked; + boolean blocked; + UINT8 catchup_tics; + UINT8 thinkstate; +} botmem_t; + +//Main struct typedef struct player_s { mobj_t *mo; @@ -525,8 +559,13 @@ typedef struct player_s boolean spectator; boolean outofcoop; + boolean removing; UINT8 bot; - + struct player_s *botleader; + UINT16 lastbuttons; + botmem_t botmem; + boolean blocked; + tic_t jointime; // Timer when player joins game to change skin/color tic_t quittime; // Time elapsed since user disconnected, zero if connected #ifdef HWRENDER diff --git a/src/deh_tables.c b/src/deh_tables.c index 677b23214..63e273a6c 100644 --- a/src/deh_tables.c +++ b/src/deh_tables.c @@ -5170,6 +5170,12 @@ struct int_const_s const INT_CONST[] = { {"GF_REDFLAG",GF_REDFLAG}, {"GF_BLUEFLAG",GF_BLUEFLAG}, + // Bot types + {"BOT_NONE",BOT_NONE}, + {"BOT_2PAI",BOT_2PAI}, + {"BOT_2PHUMAN",BOT_2PHUMAN}, + {"BOT_MPAI",BOT_MPAI}, + // Customisable sounds for Skins, from sounds.h {"SKSSPIN",SKSSPIN}, {"SKSPUTPUT",SKSPUTPUT}, diff --git a/src/g_game.c b/src/g_game.c index 13fdab877..8cdeaf079 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -1071,7 +1071,7 @@ 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); @@ -1545,23 +1545,14 @@ 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) { @@ -2207,6 +2198,23 @@ void G_Ticker(boolean run) UINT32 i; INT32 buf; + // Bot players queued for removal + for (i = MAXPLAYERS-1; i != UINT32_MAX; i--) + { + if (playeringame[i] && players[i].removing) + { + CL_RemovePlayer(i, i); + if (netgame) + { + char kickmsg[256]; + + strcpy(kickmsg, M_GetText("\x82*Bot %s has been removed")); + strcpy(kickmsg, va(kickmsg, player_names[i], i)); + HU_AddChatText(kickmsg, false); + } + } + } + // see also SCR_DisplayMarathonInfo if ((marathonmode & (MA_INIT|MA_INGAME)) == MA_INGAME && gamestate == GS_LEVEL) marathontime++; @@ -2292,23 +2300,58 @@ void G_Ticker(boolean run) 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); - - 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; + // 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; + 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; + // Use the leveltime sent in the player's ticcmd to determine control lag + players[i].cmd.latency = min(((leveltime & 0xFF) - players[i].cmd.latency) & 0xFF, MAXPREDICTTICS-1); + } + else // Less work is required if we're building a bot ticcmd. + { + // Since bot TicCmd is pre-determined for both the client and server, the latency and packet checks are simplified. + received = 1; + players[i].cmd.latency = 0; + players[i].angleturn = players[i].cmd.angleturn; + players[i].oldrelangleturn = players[i].cmd.angleturn; + } players[i].cmd.angleturn |= received; - - // Use the leveltime sent in the player's ticcmd to determine control lag - players[i].cmd.latency = min(((leveltime & 0xFF) - players[i].cmd.latency) & 0xFF, MAXPREDICTTICS-1); } } @@ -2494,6 +2537,7 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps) tic_t quittime; boolean spectator; boolean outofcoop; + boolean removing; INT16 bot; SINT8 pity; INT16 rings; @@ -2510,6 +2554,7 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps) quittime = players[player].quittime; spectator = players[player].spectator; outofcoop = players[player].outofcoop; + removing = players[player].removing; pflags = (players[player].pflags & (PF_FLIPCAM|PF_ANALOGMODE|PF_DIRECTIONCHAR|PF_AUTOBRAKE|PF_TAGIT|PF_GAMETYPEOVER)); playerangleturn = players[player].angleturn; oldrelangleturn = players[player].oldrelangleturn; @@ -2586,6 +2631,7 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps) p->quittime = quittime; p->spectator = spectator; p->outofcoop = outofcoop; + p->removing = removing; p->angleturn = playerangleturn; p->oldrelangleturn = oldrelangleturn; @@ -2630,8 +2676,10 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps) p->totalring = totalring; p->mare = mare; - if (bot) - 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; p->rings = rings; p->spheres = spheres; @@ -2977,7 +3025,8 @@ void G_DoReborn(INT32 playernum) // Make sure objectplace is OFF when you first start the level! OP_ResetObjectplace(); - if (player->bot && playernum != consoleplayer) + // Tailsbot + if (player->bot == BOT_2PAI || player->bot == BOT_2PHUMAN) { // Bots respawn next to their master. mobj_t *oldmo = NULL; @@ -2995,6 +3044,28 @@ void G_DoReborn(INT32 playernum) return; } + + // Additional players (e.g. independent bots) in Single Player + if (playernum != consoleplayer && !(netgame || multiplayer)) + { + mobj_t *oldmo = NULL; + // Do nothing if out of lives + if (player->lives <= 0) + return; + + // Otherwise do respawn, starting by removing the player object + if (player->mo) + { + oldmo = player->mo; + P_RemoveMobj(player->mo); + } + // Do spawning + G_SpawnPlayer(playernum); + if (oldmo) + G_ChangePlayerReferences(oldmo, players[playernum].mo); + + return; //Exit function to avoid proccing other SP related mechanics + } if (countdowntimeup || (!(netgame || multiplayer) && (gametyperules & GTR_CAMPAIGN))) resetlevel = true; @@ -3176,7 +3247,7 @@ 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++; @@ -3217,7 +3288,7 @@ 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; diff --git a/src/lua_baselib.c b/src/lua_baselib.c index d6f40846c..f287fb78c 100644 --- a/src/lua_baselib.c +++ b/src/lua_baselib.c @@ -29,6 +29,8 @@ #include "d_netcmd.h" // IsPlayerAdmin #include "m_menu.h" // Player Setup menu color stuff #include "m_misc.h" // M_MapNumber +#include "b_bot.h" // B_UpdateBotleader +#include "d_clisrv.h" // CL_RemovePlayer #include "lua_script.h" #include "lua_libs.h" @@ -3397,6 +3399,111 @@ static int lib_gAddGametype(lua_State *L) return 0; } +// Bot adding function! +// Partly lifted from Got_AddPlayer +static int lib_gAddPlayer(lua_State *L) +{ + INT16 i, newplayernum, botcount = 1; + player_t *newplayer; + INT8 skinnum = 0, bot; + + for (i = 0; i < MAXPLAYERS; i++) + { + if (!playeringame[i]) + break; + + if (players[i].bot) + botcount++; // How many of us are there already? + } + if (i >= MAXPLAYERS) + { + lua_pushnil(L); + return 1; + } + + + newplayernum = i; + + CL_ClearPlayer(newplayernum); + + playeringame[newplayernum] = true; + G_AddPlayer(newplayernum); + newplayer = &players[newplayernum]; + + newplayer->jointime = 0; + newplayer->quittime = 0; + + // Set the bot name (defaults to Bot #) + strcpy(player_names[newplayernum], va("Bot %d", botcount)); + + // Read the skin argument (defaults to Sonic) + if (!lua_isnoneornil(L, 1)) + { + skinnum = R_SkinAvailable(luaL_checkstring(L, 1)); + skinnum = skinnum < 0 ? 0 : skinnum; + } + + // Read the color (defaults to skin prefcolor) + if (!lua_isnoneornil(L, 2)) + newplayer->skincolor = R_GetColorByName(luaL_checkstring(L, 2)); + else + newplayer->skincolor = skins[newplayer->skin].prefcolor; + + // Read the bot name, if given + if (!lua_isnoneornil(L, 3)) + strcpy(player_names[newplayernum], luaL_checkstring(L, 3)); + + bot = luaL_optinteger(L, 4, 3); + newplayer->bot = (bot >= BOT_NONE && bot <= BOT_MPAI) ? bot : BOT_MPAI; + + // If our bot is a 2P type, we'll need to set its leader so it can spawn + if (newplayer->bot == BOT_2PAI || newplayer->bot == BOT_2PHUMAN) + B_UpdateBotleader(newplayer); + + // Set the skin (can't do this until AFTER bot type is set!) + SetPlayerSkinByNum(newplayernum, skinnum); + + + if (netgame) + { + char joinmsg[256]; + + strcpy(joinmsg, M_GetText("\x82*Bot %s has joined the game (player %d)")); + strcpy(joinmsg, va(joinmsg, player_names[newplayernum], newplayernum)); + HU_AddChatText(joinmsg, false); + } + + LUA_PushUserdata(L, newplayer, META_PLAYER); + return 1; +} + + +// Bot removing function +static int lib_gRemovePlayer(lua_State *L) +{ + UINT8 pnum = -1; + if (!lua_isnoneornil(L, 1)) + pnum = luaL_checkinteger(L, 1); + else // No argument + return luaL_error(L, "argument #1 not given (expected number)"); + if (pnum >= MAXPLAYERS) // Out of range + return luaL_error(L, "playernum %d out of range (0 - %d)", pnum, MAXPLAYERS-1); + if (playeringame[pnum]) // Found player + { + if (players[pnum].bot == BOT_NONE) // Can't remove clients. + return luaL_error(L, "G_RemovePlayer can only be used on players with a bot value other than BOT_NONE."); + else + { + players[pnum].removing = true; + lua_pushboolean(L, true); + return 1; + } + } + // Fell through. Invalid player + return LUA_ErrInvalid(L, "player_t"); +} + + static int Lcheckmapnumber (lua_State *L, int idx, const char *fun) { if (ISINLEVEL) @@ -3983,6 +4090,8 @@ static luaL_Reg lib[] = { // g_game {"G_AddGametype", lib_gAddGametype}, + {"G_AddPlayer", lib_gAddPlayer}, + {"G_RemovePlayer", lib_gRemovePlayer}, {"G_BuildMapName",lib_gBuildMapName}, {"G_BuildMapTitle",lib_gBuildMapTitle}, {"G_FindMap",lib_gFindMap}, diff --git a/src/lua_playerlib.c b/src/lua_playerlib.c index 06104ff2d..1c634da45 100644 --- a/src/lua_playerlib.c +++ b/src/lua_playerlib.c @@ -370,6 +370,12 @@ static int player_get(lua_State *L) lua_pushboolean(L, plr->outofcoop); else if (fastcmp(field,"bot")) lua_pushinteger(L, plr->bot); + else if (fastcmp(field,"botleader")) + LUA_PushUserdata(L, plr->botleader, META_PLAYER); + else if (fastcmp(field,"lastbuttons")) + lua_pushinteger(L, plr->lastbuttons); + else if (fastcmp(field,"blocked")) + lua_pushboolean(L, plr->blocked); else if (fastcmp(field,"jointime")) lua_pushinteger(L, plr->jointime); else if (fastcmp(field,"quittime")) @@ -719,6 +725,17 @@ static int player_set(lua_State *L) plr->outofcoop = lua_toboolean(L, 3); else if (fastcmp(field,"bot")) return NOSET; + else if (fastcmp(field,"botleader")) + { + player_t *player = NULL; + if (!lua_isnil(L, 3)) + player = *((player_t **)luaL_checkudata(L, 3, META_PLAYER)); + plr->botleader = player; + } + else if (fastcmp(field,"lastbuttons")) + plr->lastbuttons = (UINT16)luaL_checkinteger(L, 3); + else if (fastcmp(field,"blocked")) + plr->blocked = (UINT8)luaL_checkinteger(L, 3); else if (fastcmp(field,"jointime")) plr->jointime = (tic_t)luaL_checkinteger(L, 3); else if (fastcmp(field,"quittime")) diff --git a/src/p_enemy.c b/src/p_enemy.c index 6a92c5d33..7db2ace39 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -744,8 +744,8 @@ boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed if (player->mo->health <= 0) continue; // dead - if (player->bot) - continue; // ignore bots + if (player->bot == BOT_2PAI || player->bot == BOT_2PHUMAN) + continue; // ignore followbots if (player->quittime) continue; // Ignore uncontrolled bodies @@ -3591,7 +3591,7 @@ void A_1upThinker(mobj_t *actor) for (i = 0; i < MAXPLAYERS; i++) { - if (!playeringame[i] || players[i].bot || players[i].spectator) + if (!playeringame[i] || players[i].bot == BOT_2PAI || players[i].bot == BOT_2PHUMAN || players[i].spectator) continue; if (!players[i].mo) diff --git a/src/p_inter.c b/src/p_inter.c index 89989d1af..21e3bfa3d 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -151,7 +151,7 @@ boolean P_CanPickupItem(player_t *player, boolean weapon) if (!player->mo || player->mo->health <= 0) return false; - if (player->bot) + if (player->bot && player->bot != BOT_MPAI) { if (weapon) return false; @@ -178,7 +178,7 @@ void P_DoNightsScore(player_t *player) return; // Don't do any fancy shit for failures. dummymo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z+player->mo->height/2, MT_NIGHTSCORE); - if (player->bot) + if (player->bot && player->bot != BOT_MPAI) player = &players[consoleplayer]; if (G_IsSpecialStage(gamemap)) // Global link count? Maybe not a good idea... @@ -470,14 +470,14 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) if (!(player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)) { fixed_t setmomz = -toucher->momz; // Store this, momz get changed by P_DoJump within P_DoBubbleBounce - + if (elementalpierce == 2) // Reset bubblewrap, part 1 P_DoBubbleBounce(player); toucher->momz = setmomz; if (elementalpierce == 2) // Reset bubblewrap, part 2 { boolean underwater = toucher->eflags & MFE_UNDERWATER; - + if (underwater) toucher->momz /= 2; toucher->momz -= (toucher->momz/(underwater ? 8 : 4)); // Cap the height! @@ -630,7 +630,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) // ***************************** // // Special Stage Token case MT_TOKEN: - if (player->bot) + if (player->bot && player->bot != BOT_MPAI) return; P_AddPlayerScore(player, 1000); @@ -670,7 +670,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) // Emerald Hunt case MT_EMERHUNT: - if (player->bot) + if (player->bot && player->bot != BOT_MPAI) return; if (hunt1 == special) @@ -701,7 +701,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) case MT_EMERALD5: case MT_EMERALD6: case MT_EMERALD7: - if (player->bot) + if (player->bot && player->bot != BOT_MPAI) return; if (special->threshold) @@ -738,7 +738,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) // Secret emblem thingy case MT_EMBLEM: { - if (demoplayback || player->bot) + if (demoplayback || (player->bot && player->bot != BOT_MPAI)) return; emblemlocations[special->health-1].collected = true; @@ -751,7 +751,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) // CTF Flags case MT_REDFLAG: case MT_BLUEFLAG: - if (player->bot) + if (player->bot && player->bot != BOT_MPAI) return; if (player->powers[pw_flashing] || player->tossdelay) return; @@ -826,7 +826,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) { boolean spec = G_IsSpecialStage(gamemap); boolean cangiveemmy = false; - if (player->bot) + if (player->bot && player->bot != BOT_MPAI) return; if (player->exiting) return; @@ -1072,7 +1072,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) } return; case MT_EGGCAPSULE: - if (player->bot) + if (player->bot && player->bot != BOT_MPAI) return; // make sure everything is as it should be, THEN take rings from players in special stages @@ -1164,7 +1164,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) } return; case MT_NIGHTSSUPERLOOP: - if (player->bot || !(player->powers[pw_carry] == CR_NIGHTSMODE)) + if ((player->bot && player->bot != BOT_MPAI) || !(player->powers[pw_carry] == CR_NIGHTSMODE)) return; if (!G_IsSpecialStage(gamemap)) player->powers[pw_nights_superloop] = (UINT16)special->info->speed; @@ -1186,7 +1186,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) } break; case MT_NIGHTSDRILLREFILL: - if (player->bot || !(player->powers[pw_carry] == CR_NIGHTSMODE)) + if ((player->bot && player->bot != BOT_MPAI) || !(player->powers[pw_carry] == CR_NIGHTSMODE)) return; if (!G_IsSpecialStage(gamemap)) player->drillmeter = special->info->speed; @@ -1208,7 +1208,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) } break; case MT_NIGHTSHELPER: - if (player->bot || !(player->powers[pw_carry] == CR_NIGHTSMODE)) + if ((player->bot && player->bot != BOT_MPAI) || !(player->powers[pw_carry] == CR_NIGHTSMODE)) return; if (!G_IsSpecialStage(gamemap)) { @@ -1240,7 +1240,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) } break; case MT_NIGHTSEXTRATIME: - if (player->bot || !(player->powers[pw_carry] == CR_NIGHTSMODE)) + if ((player->bot && player->bot != BOT_MPAI) || !(player->powers[pw_carry] == CR_NIGHTSMODE)) return; if (!G_IsSpecialStage(gamemap)) { @@ -1272,7 +1272,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) } break; case MT_NIGHTSLINKFREEZE: - if (player->bot || !(player->powers[pw_carry] == CR_NIGHTSMODE)) + if ((player->bot && player->bot != BOT_MPAI) || !(player->powers[pw_carry] == CR_NIGHTSMODE)) return; if (!G_IsSpecialStage(gamemap)) { @@ -1332,7 +1332,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) if (playeringame[i] && players[i].powers[pw_carry] == CR_NIGHTSMODE) players[i].drillmeter += TICRATE/2; } - else if (player->bot) + else if (player->bot && player->bot != BOT_MPAI) players[consoleplayer].drillmeter += TICRATE/2; else player->drillmeter += TICRATE/2; @@ -1385,9 +1385,9 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) thinker_t *th; mobj_t *mo2; - if (player->bot) + if (player->bot && player->bot != BOT_MPAI) return; - + // Initialize my junk junk.tags.tags = NULL; junk.tags.count = 0; @@ -1423,7 +1423,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) return; } case MT_FIREFLOWER: - if (player->bot) + if (player->bot && player->bot != BOT_MPAI) return; S_StartSound(toucher, sfx_mario3); @@ -1617,7 +1617,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) if (special->tracer && !(special->tracer->flags2 & MF2_STRONGBOX)) macespin = true; - + if (macespin ? (player->powers[pw_ignorelatch] & (1<<15)) : (player->powers[pw_ignorelatch])) return; @@ -1685,7 +1685,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) return; // Only go in the mouth // Eaten by player! - if ((!player->bot) && (player->powers[pw_underwater] && player->powers[pw_underwater] <= 12*TICRATE + 1)) + if ((!player->bot || player->bot == BOT_MPAI) && (player->powers[pw_underwater] && player->powers[pw_underwater] <= 12*TICRATE + 1)) { player->powers[pw_underwater] = underwatertics + 1; P_RestoreMusic(player); @@ -1696,7 +1696,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) if (!player->climbing) { - if (player->bot && toucher->state-states != S_PLAY_GASP) + if (player->bot && player->bot != BOT_MPAI && toucher->state-states != S_PLAY_GASP) S_StartSound(toucher, special->info->deathsound); // Force it to play a sound for bots P_SetPlayerMobjState(toucher, S_PLAY_GASP); P_ResetPlayer(player); @@ -1704,7 +1704,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) toucher->momx = toucher->momy = toucher->momz = 0; - if (player->bot) + if (player->bot && player->bot != BOT_MPAI) return; else break; @@ -1736,7 +1736,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) return; case MT_MINECARTSPAWNER: - if (!player->bot && special->fuse <= TICRATE && player->powers[pw_carry] != CR_MINECART && !(player->powers[pw_ignorelatch] & (1<<15))) + if (!player->bot && player->bot != BOT_MPAI && special->fuse <= TICRATE && player->powers[pw_carry] != CR_MINECART && !(player->powers[pw_ignorelatch] & (1<<15))) { mobj_t *mcart = P_SpawnMobj(special->x, special->y, special->z, MT_MINECART); P_SetTarget(&mcart->target, toucher); @@ -1789,7 +1789,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) } return; default: // SOC or script pickup - if (player->bot) + if (player->bot && player->bot != BOT_MPAI) return; P_SetTarget(&special->target, toucher); break; @@ -1813,7 +1813,7 @@ void P_TouchStarPost(mobj_t *post, player_t *player, boolean snaptopost) mobj_t *toucher = player->mo; mobj_t *checkbase = snaptopost ? post : toucher; - if (player->bot) + if (player->bot && player->bot != BOT_MPAI) return; // In circuit, player must have touched all previous starposts if (circuitmap @@ -2555,7 +2555,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget if ((target->player->lives <= 1) && (netgame || multiplayer) && G_GametypeUsesCoopLives() && (cv_cooplives.value == 0)) ; - else if (!target->player->bot && !target->player->spectator && (target->player->lives != INFLIVES) + else if ((!target->player->bot || target->player->bot == BOT_MPAI) && !target->player->spectator && (target->player->lives != INFLIVES) && G_GametypeUsesLives()) { if (!(target->player->pflags & PF_FINISHED)) @@ -3475,7 +3475,7 @@ void P_SpecialStageDamage(player_t *player, mobj_t *inflictor, mobj_t *source) if (inflictor && inflictor->type == MT_LHRT) return; - if (player->powers[pw_shield] || player->bot) //If One-Hit Shield + if (player->powers[pw_shield] || (player->bot && player->bot != BOT_MPAI)) //If One-Hit Shield { P_RemoveShield(player); S_StartSound(player->mo, sfx_shldls); // Ba-Dum! Shield loss. @@ -3566,7 +3566,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da return false; // Make sure that boxes cannot be popped by enemies, red rings, etc. - if (target->flags & MF_MONITOR && ((!source || !source->player || source->player->bot) + if (target->flags & MF_MONITOR && ((!source || !source->player || (source->player->bot && source->player->bot != BOT_MPAI)) || (inflictor && (inflictor->type == MT_REDRING || (inflictor->type >= MT_THROWNBOUNCE && inflictor->type <= MT_THROWNGRENADE))))) return false; } @@ -3701,7 +3701,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da } else if (LUA_HookMobjDamage(target, inflictor, source, damage, damagetype)) return true; - else if (player->powers[pw_shield] || (player->bot && !ultimatemode)) //If One-Hit Shield + else if (player->powers[pw_shield] || (player->bot && player->bot != BOT_MPAI && !ultimatemode)) //If One-Hit Shield { P_ShieldDamage(player, inflictor, source, damage, damagetype); damage = 0; diff --git a/src/p_mobj.c b/src/p_mobj.c index c7e0a7909..eb9be1776 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -1839,10 +1839,8 @@ void P_XYMovement(mobj_t *mo) // blocked move moved = false; - if (player) { - if (player->bot) - B_MoveBlocked(player); - } + if (player) + B_MoveBlocked(player); if (LUA_HookMobj(mo, MOBJ_HOOK(MobjMoveBlocked))) { @@ -4140,7 +4138,7 @@ boolean P_BossTargetPlayer(mobj_t *actor, boolean closest) player = &players[actor->lastlook]; - if (player->pflags & PF_INVIS || player->bot || player->spectator) + if (player->pflags & PF_INVIS || player->bot == BOT_2PAI || player->bot == BOT_2PHUMAN || player->spectator) continue; // ignore notarget if (!player->mo || P_MobjWasRemoved(player->mo)) @@ -4181,7 +4179,7 @@ boolean P_SupermanLook4Players(mobj_t *actor) if (players[c].pflags & PF_INVIS) continue; // ignore notarget - if (!players[c].mo || players[c].bot) + if (!players[c].mo || players[c].bot == BOT_2PAI || players[c].bot == BOT_2PHUMAN) continue; if (players[c].mo->health <= 0) @@ -7310,7 +7308,7 @@ static void P_RosySceneryThink(mobj_t *mobj) continue; if (!players[i].mo) continue; - if (players[i].bot) + if (players[i].bot == BOT_2PAI || players[i].bot == BOT_2PHUMAN) continue; if (!players[i].mo->health) continue; diff --git a/src/p_saveg.c b/src/p_saveg.c index 770c641b9..1270064c0 100644 --- a/src/p_saveg.c +++ b/src/p_saveg.c @@ -193,6 +193,19 @@ static void P_NetArchivePlayers(void) WRITEUINT32(save_p, players[i].dashmode); WRITEUINT32(save_p, players[i].skidtime); + ////////// + // Bots // + ////////// + WRITEUINT8(save_p, players[i].bot); + WRITEUINT8(save_p, players[i].botmem.lastForward); + WRITEUINT8(save_p, players[i].botmem.lastBlocked); + WRITEUINT8(save_p, players[i].botmem.catchup_tics); + WRITEUINT8(save_p, players[i].botmem.thinkstate); + WRITEUINT8(save_p, players[i].removing); + + WRITEUINT8(save_p, players[i].blocked); + WRITEUINT16(save_p, players[i].lastbuttons); + //////////////////////////// // Conveyor Belt Movement // //////////////////////////// @@ -407,6 +420,20 @@ static void P_NetUnArchivePlayers(void) players[i].dashmode = READUINT32(save_p); // counter for dashmode ability players[i].skidtime = READUINT32(save_p); // Skid timer + ////////// + // Bots // + ////////// + players[i].bot = READUINT8(save_p); + + players[i].botmem.lastForward = READUINT8(save_p); + players[i].botmem.lastBlocked = READUINT8(save_p); + players[i].botmem.catchup_tics = READUINT8(save_p); + players[i].botmem.thinkstate = READUINT8(save_p); + players[i].removing = READUINT8(save_p); + + players[i].blocked = READUINT8(save_p); + players[i].lastbuttons = READUINT16(save_p); + //////////////////////////// // Conveyor Belt Movement // //////////////////////////// diff --git a/src/p_user.c b/src/p_user.c index c3184b52f..198db4406 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -777,7 +777,7 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime) UINT8 oldmare, oldmarelap, oldmarebonuslap; // Bots can't be NiGHTSerized, silly!1 :P - if (player->bot) + if (player->bot == BOT_2PAI || player->bot == BOT_2PHUMAN) return; if (player->powers[pw_carry] != CR_NIGHTSMODE) @@ -1188,9 +1188,9 @@ void P_GivePlayerRings(player_t *player, INT32 num_rings) { if (!player) return; - - if (player->bot) - player = &players[consoleplayer]; + + if ((player->bot == BOT_2PAI || player->bot == BOT_2PHUMAN) && player->botleader) + player = player->botleader; if (!player->mo) return; @@ -1234,8 +1234,8 @@ void P_GivePlayerSpheres(player_t *player, INT32 num_spheres) if (!player) return; - if (player->bot) - player = &players[consoleplayer]; + if ((player->bot == BOT_2PAI || player->bot == BOT_2PHUMAN) && player->botleader) + player = player->botleader; if (!player->mo) return; @@ -1261,8 +1261,8 @@ void P_GivePlayerLives(player_t *player, INT32 numlives) if (!player) return; - if (player->bot) - player = &players[consoleplayer]; + if ((player->bot == BOT_2PAI || player->bot == BOT_2PHUMAN) && player->botleader) + player = player->botleader; if (gamestate == GS_LEVEL) { @@ -1367,8 +1367,8 @@ void P_AddPlayerScore(player_t *player, UINT32 amount) { UINT32 oldscore; - if (player->bot) - player = &players[consoleplayer]; + if ((player->bot == BOT_2PAI || player->bot == BOT_2PHUMAN) && player->botleader) + player = player->botleader; // NiGHTS does it different! if (gamestate == GS_LEVEL && mapheaderinfo[gamemap-1]->typeoflevel & TOL_NIGHTS) @@ -5378,7 +5378,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) player->powers[pw_tailsfly] = tailsflytics + 1; // Set the fly timer player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING|PF_STARTDASH); - if (player->bot == 1) + if (player->bot == BOT_2PAI) player->pflags |= PF_THOKKED; else player->pflags |= (PF_THOKKED|PF_CANCARRY); @@ -5965,22 +5965,6 @@ 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]) @@ -9510,11 +9494,11 @@ static void P_DeathThink(player_t *player) if (player->deadtimer < INT32_MAX) player->deadtimer++; - if (player->bot) // don't allow bots to do any of the below, B_CheckRespawn does all they need for respawning already + if (player->bot == BOT_2PAI || player->bot == BOT_2PHUMAN) // don't allow followbots 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) + if (!(netgame || multiplayer) && player->lives <= 0 && player == &players[consoleplayer]) //Extra players in SP can't be allowed to continue or end game { if (player->deadtimer > (3*TICRATE) && (cmd->buttons & BT_SPIN || cmd->buttons & BT_JUMP) && (!continuesInSession || player->continues > 0)) G_UseContinue(); @@ -11487,6 +11471,9 @@ void P_PlayerThink(player_t *player) I_Error("p_playerthink: players[%s].mo == NULL", sizeu1(playeri)); #endif + // Reset terrain blocked status for this frame + player->blocked = false; + // todo: Figure out what is actually causing these problems in the first place... if (player->mo->health <= 0 && player->playerstate == PST_LIVE) //you should be DEAD! { @@ -11494,7 +11481,7 @@ void P_PlayerThink(player_t *player) player->playerstate = PST_DEAD; } - if (player->bot) + if (player->bot == BOT_2PAI || player->bot == BOT_2PHUMAN) { if (player->playerstate == PST_LIVE || player->playerstate == PST_DEAD) { @@ -11638,7 +11625,7 @@ void P_PlayerThink(player_t *player) 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].lives <= 0) continue; @@ -11669,8 +11656,8 @@ void P_PlayerThink(player_t *player) INT32 i, total = 0, exiting = 0; 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; @@ -12610,8 +12597,8 @@ void P_PlayerAfterThink(player_t *player) 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 != BOT_2PAI) { player->mo->angle = tails->angle; diff --git a/src/r_skins.c b/src/r_skins.c index b7eb24345..86c0bbc54 100644 --- a/src/r_skins.c +++ b/src/r_skins.c @@ -242,6 +242,11 @@ boolean R_SkinUsable(INT32 playernum, INT32 skinnum) // Force 3. return true; } + if (playernum != -1 && players[playernum].bot) + { + //Force 4. + return true; + } // We will now check if this skin is supposed to be locked or not.