- Added MAPINFO flag RandomPlayerStarts. In this mode, no voodoo dolls are spawned. Instead, all

player starts are added to a pool, and players spawn at a random spot.

SVN r3749 (trunk)
This commit is contained in:
Randy Heit 2012-07-08 01:43:47 +00:00
parent 390fd5dd6c
commit 71601f91d1
11 changed files with 85 additions and 43 deletions

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@ -405,6 +405,7 @@ extern TArray<FMapThing> deathmatchstarts;
// Player spawn spots.
extern FMapThing playerstarts[MAXPLAYERS];
extern TArray<FMapThing> AllPlayerStarts;
#endif // __DOOMDATA__

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@ -87,6 +87,7 @@
static FRandom pr_dmspawn ("DMSpawn");
static FRandom pr_pspawn ("PlayerSpawn");
const int SAVEPICWIDTH = 216;
const int SAVEPICHEIGHT = 162;
@ -1505,8 +1506,8 @@ void G_DeathMatchSpawnPlayer (int playernum)
{ // No good spot, so the player will probably get stuck.
// We were probably using select farthest above, and all
// the spots were taken.
spot = &playerstarts[playernum];
if (spot == NULL || spot->type == 0)
spot = G_PickPlayerStart(playernum, PPS_FORCERANDOM);
if (!G_CheckSpot(playernum, spot))
{ // This map doesn't have enough coop spots for this player
// to use one.
spot = SelectRandomDeathmatchSpot(playernum, selections);
@ -1520,11 +1521,41 @@ void G_DeathMatchSpawnPlayer (int playernum)
}
}
}
AActor *mo = P_SpawnPlayer(spot, playernum);
if (mo != NULL) P_PlayerStartStomp(mo);
}
//
// G_PickPlayerStart
//
FMapThing *G_PickPlayerStart(int playernum, int flags)
{
if ((level.flags2 & LEVEL2_RANDOMPLAYERSTARTS) || (flags & PPS_FORCERANDOM))
{
if (!(flags & PPS_NOBLOCKINGCHECK))
{
TArray<FMapThing *> good_starts;
unsigned int i;
// Find all unblocked player starts.
for (i = 0; i < AllPlayerStarts.Size(); ++i)
{
if (G_CheckSpot(playernum, &AllPlayerStarts[i]))
{
good_starts.Push(&AllPlayerStarts[i]);
}
}
if (good_starts.Size() > 0)
{ // Pick an open spot at random.
return good_starts[pr_pspawn(good_starts.Size())];
}
}
// Pick a spot at random, whether it's open or not.
return &AllPlayerStarts[pr_pspawn(AllPlayerStarts.Size())];
}
return &playerstarts[playernum];
}
//
// G_QueueBody
//
@ -1576,8 +1607,6 @@ void G_DoReborn (int playernum, bool freshbot)
else
{
// respawn at the start
int i;
// first disassociate the corpse
if (players[playernum].mo)
{
@ -1585,32 +1614,23 @@ void G_DoReborn (int playernum, bool freshbot)
players[playernum].mo->player = NULL;
}
// spawn at random spot if in death match
// spawn at random spot if in deathmatch
if (deathmatch)
{
G_DeathMatchSpawnPlayer (playernum);
return;
}
if (G_CheckSpot (playernum, &playerstarts[playernum]) )
if (!(level.flags2 & LEVEL2_RANDOMPLAYERSTARTS) &&
G_CheckSpot (playernum, &playerstarts[playernum]))
{
AActor *mo = P_SpawnPlayer(&playerstarts[playernum], playernum);
if (mo != NULL) P_PlayerStartStomp(mo);
}
else
{
// try to spawn at one of the other players' spots
for (i = 0; i < MAXPLAYERS; i++)
{
if (G_CheckSpot (playernum, &playerstarts[i]) )
{
AActor *mo = P_SpawnPlayer(&playerstarts[i], playernum);
if (mo != NULL) P_PlayerStartStomp(mo);
return;
}
// he's going to be inside something. Too bad.
}
AActor *mo = P_SpawnPlayer(&playerstarts[playernum], playernum);
{ // try to spawn at any random player's spot
FMapThing *start = G_PickPlayerStart(playernum, PPS_FORCERANDOM);
AActor *mo = P_SpawnPlayer(start, playernum);
if (mo != NULL) P_PlayerStartStomp(mo);
}
}
@ -1624,8 +1644,6 @@ void G_ScreenShot (char *filename)
//
// G_InitFromSavegame
// Can be called by the startup code or the menu task.

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@ -32,6 +32,13 @@ struct PNGHandle;
//
void G_DeathMatchSpawnPlayer (int playernum);
struct FMapThing *G_PickPlayerStart (int playernum, int flags = 0);
enum
{
PPS_FORCERANDOM = 1,
PPS_NOBLOCKINGCHECK = 2,
};
void G_DeferedPlayDemo (const char* demo);
// Can be called by the startup code or M_Responder,

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@ -19,6 +19,7 @@
#include "ravenshared.h"
#include "farchive.h"
#include "v_palette.h"
#include "g_game.h"
// Include all the Hexen stuff here to reduce compile time
#include "a_bats.cpp"

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@ -155,19 +155,13 @@ int ATelOtherFX1::DoSpecialDamage (AActor *target, int damage, FName damagetype)
void P_TeleportToPlayerStarts (AActor *victim)
{
int i,selections=0;
fixed_t destX,destY;
angle_t destAngle;
for (i = 0; i < MAXPLAYERS;i++)
{
if (!playeringame[i]) continue;
selections++;
}
i = pr_telestarts() % selections;
destX = playerstarts[i].x;
destY = playerstarts[i].y;
destAngle = ANG45 * (playerstarts[i].angle/45);
FMapThing *start = G_PickPlayerStart(0, PPS_FORCERANDOM | PPS_NOBLOCKINGCHECK);
destX = start->x;
destY = start->y;
destAngle = ANG45 * (start->angle/45);
P_Teleport (victim, destX, destY, ONFLOORZ, destAngle, true, true, false);
}

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@ -1121,7 +1121,7 @@ void G_FinishTravel ()
// The player being spawned here is a short lived dummy and
// must not start any ENTER script or big problems will happen.
pawndup = P_SpawnPlayer (&playerstarts[pawn->player - players], pawn->player - players, true);
pawndup = P_SpawnPlayer (&playerstarts[pawn->player - players], int(pawn->player - players), true);
if (!(changeflags & CHANGELEVEL_KEEPFACING))
{
pawn->angle = pawndup->angle;

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@ -136,7 +136,7 @@ enum ELevelFlags
LEVEL_SPECLOWERFLOOR = 0x00000100,
LEVEL_SPECOPENDOOR = 0x00000200,
LEVEL_SPECLOWERFLOORTOHIGHEST= 0x00000300,
LEVEL_SPECLOWERFLOORTOHIGHEST=0x00000300,
LEVEL_SPECACTIONSMASK = 0x00000300,
LEVEL_MONSTERSTELEFRAG = 0x00000400,
@ -170,13 +170,13 @@ enum ELevelFlags
LEVEL_VISITED = 0x80000000, // Used for intermission map
// The flags QWORD is now split into 2 DWORDs
//LEVEL2_DEATHSLIDESHOW = 0x00000001, // Slideshow on death
LEVEL2_RANDOMPLAYERSTARTS = 0x00000001, // Select single player starts randomnly (no voodoo dolls)
LEVEL2_ALLMAP = 0x00000002, // The player picked up a map on this level
LEVEL2_LAXMONSTERACTIVATION = 0x00000004, // Monsters can open doors depending on the door speed
LEVEL2_LAXACTIVATIONMAPINFO = 0x00000008, // LEVEL_LAXMONSTERACTIVATION is not a default.
LEVEL2_MISSILESACTIVATEIMPACT = 0x00000010, // Missiles are the activators of SPAC_IMPACT events, not their shooters
LEVEL2_MISSILESACTIVATEIMPACT=0x00000010, // Missiles are the activators of SPAC_IMPACT events, not their shooters
LEVEL2_FROZEN = 0x00000020, // Game is frozen by a TimeFreezer
LEVEL2_KEEPFULLINVENTORY = 0x00000040, // doesn't reduce the amount of inventory items to 1

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@ -1209,12 +1209,13 @@ MapFlagHandlers[] =
{ "noallies", MITYPE_SETFLAG, LEVEL_NOALLIES, 0 },
{ "filterstarts", MITYPE_SETFLAG, LEVEL_FILTERSTARTS, 0 },
{ "useplayerstartz", MITYPE_SETFLAG, LEVEL_USEPLAYERSTARTZ, 0 },
{ "randomplayerstarts", MITYPE_SETFLAG2, LEVEL2_RANDOMPLAYERSTARTS, 0 },
{ "activateowndeathspecials", MITYPE_SETFLAG, LEVEL_ACTOWNSPECIAL, 0 },
{ "killeractivatesdeathspecials", MITYPE_CLRFLAG, LEVEL_ACTOWNSPECIAL, 0 },
{ "missilesactivateimpactlines", MITYPE_SETFLAG2, LEVEL2_MISSILESACTIVATEIMPACT, 0 },
{ "missileshootersactivetimpactlines",MITYPE_CLRFLAG2, LEVEL2_MISSILESACTIVATEIMPACT, 0 },
{ "noinventorybar", MITYPE_SETFLAG, LEVEL_NOINVENTORYBAR, 0 },
{ "deathslideshow", MITYPE_SETFLAG2, 0, 0 },
{ "deathslideshow", MITYPE_IGNORE, 0, 0 },
{ "strictmonsteractivation", MITYPE_CLRFLAG2, LEVEL2_LAXMONSTERACTIVATION, LEVEL2_LAXACTIVATIONMAPINFO },
{ "laxmonsteractivation", MITYPE_SETFLAG2, LEVEL2_LAXMONSTERACTIVATION, LEVEL2_LAXACTIVATIONMAPINFO },
{ "additive_scrollers", MITYPE_COMPATFLAG, COMPATF_BOOMSCROLL, 0 },

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@ -7,6 +7,7 @@
#include "s_sound.h"
#include "m_random.h"
#include "doomstat.h"
#include "g_game.h"
static FRandom pr_tele ("TeleportSelf");
@ -37,9 +38,10 @@ bool AArtiTeleport::Use (bool pickup)
}
else
{
destX = playerstarts[Owner->player - players].x;
destY = playerstarts[Owner->player - players].y;
destAngle = ANG45 * (playerstarts[Owner->player - players].angle/45);
FMapThing *start = G_PickPlayerStart(int(Owner->player - players));
destX = start->x;
destY = start->y;
destAngle = ANG45 * (start->angle/45);
}
P_Teleport (Owner, destX, destY, ONFLOORZ, destAngle, true, true, false);
bool canlaugh = true;

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@ -4481,9 +4481,11 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
// save spots for respawning in network games
playerstarts[pnum] = *mthing;
if (!deathmatch)
AllPlayerStarts.Push(*mthing);
if (!deathmatch && !(level.flags2 & LEVEL2_RANDOMPLAYERSTARTS))
{
return P_SpawnPlayer(&playerstarts[pnum], pnum);
}
return NULL;
}

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@ -184,6 +184,7 @@ bool ForceNodeBuild;
// Maintain single and multi player starting spots.
TArray<FMapThing> deathmatchstarts (16);
FMapThing playerstarts[MAXPLAYERS];
TArray<FMapThing> AllPlayerStarts;
static void P_AllocateSideDefs (int count);
@ -3910,7 +3911,9 @@ void P_SetupLevel (char *lumpname, int position)
for (i = 0; i < BODYQUESIZE; i++)
bodyque[i] = NULL;
deathmatchstarts.Clear ();
deathmatchstarts.Clear();
AllPlayerStarts.Clear();
memset(playerstarts, 0, sizeof(playerstarts));
if (!buildmap)
{
@ -3977,6 +3980,19 @@ void P_SetupLevel (char *lumpname, int position)
}
}
}
// the same, but for random single/coop player starts
else if (level.flags2 & LEVEL2_RANDOMPLAYERSTARTS)
{
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
players[i].mo = NULL;
FMapThing *mthing = G_PickPlayerStart(i);
P_SpawnPlayer(mthing, i);
}
}
}
// Don't count monsters in end-of-level sectors if option is on
if (dmflags2 & DF2_NOCOUNTENDMONST)