- Changed TThinkerIterator loops back to MAXPLAYERS loops.

- Added STAT_BOT.
This commit is contained in:
ChillyDoom 2014-11-15 08:58:29 +00:00
parent ee977f94d7
commit e38aee070c
7 changed files with 56 additions and 62 deletions

View file

@ -24,6 +24,7 @@ IMPLEMENT_POINTY_CLASS(DBot)
END_POINTERS
DBot::DBot ()
: DThinker(STAT_BOT)
{
Clear ();
}

View file

@ -272,12 +272,10 @@ shootmissile:
bool FCajunMaster::IsLeader (player_t *player)
{
DBot *Bot;
TThinkerIterator<DBot> it;
while ((Bot = it.Next ()) != NULL)
for (int count = 0; count < MAXPLAYERS; count++)
{
if (Bot->mate == player->mo)
if (players[count].Bot != NULL
&& players[count].Bot->mate == player->mo)
{
return true;
}
@ -557,22 +555,22 @@ bool FCajunMaster::SafeCheckPosition (AActor *actor, fixed_t x, fixed_t y, FChec
void FCajunMaster::StartTravel ()
{
DBot *Bot;
TThinkerIterator<DBot> it;
while ((Bot = it.Next ()) != NULL)
for (int i = 0; i < MAXPLAYERS; ++i)
{
Bot->ChangeStatNum (STAT_TRAVELLING);
if (players[i].Bot != NULL)
{
players[i].Bot->ChangeStatNum (STAT_TRAVELLING);
}
}
}
void FCajunMaster::FinishTravel ()
{
DBot *Bot;
TThinkerIterator<DBot> it(STAT_TRAVELLING);
while ((Bot = it.Next ()) != NULL)
for (int i = 0; i < MAXPLAYERS; ++i)
{
Bot->ChangeStatNum (STAT_DEFAULT);
if (players[i].Bot != NULL)
{
players[i].Bot->ChangeStatNum (STAT_BOT);
}
}
}

View file

@ -170,16 +170,15 @@ void FCajunMaster::Init ()
//Called on each level exit (from g_game.c).
void FCajunMaster::End ()
{
int i;
//Arrange wanted botnum and their names, so they can be spawned next level.
getspawned.Clear();
if (deathmatch)
{
DBot *Bot;
TThinkerIterator<DBot> it;
while ((Bot = it.Next ()) != NULL)
for (i = 0; i < MAXPLAYERS; i++)
{
getspawned.Push(Bot->player->userinfo.GetName());
getspawned.Push(players[i].userinfo.GetName());
}
wanted_botnum = botnum;
@ -393,30 +392,31 @@ bool FCajunMaster::DoAddBot (BYTE *info, botskill_t skill)
void FCajunMaster::RemoveAllBots (bool fromlist)
{
DBot *Bot;
TThinkerIterator<DBot> it;
int i;
int i, j;
while ((Bot = it.Next ()) != NULL)
for (i = 0; i < MAXPLAYERS; ++i)
{
if (players[i].Bot != NULL)
{
// If a player is looking through this bot's eyes, make him
// look through his own eyes instead.
for (i = 0; i < MAXPLAYERS; ++i)
for (j = 0; j < MAXPLAYERS; ++j)
{
if (Bot->player != &players[i] && playeringame[i] && players[i].Bot == NULL)
if (i != j && playeringame[j] && players[j].Bot == NULL)
{
if (players[i].camera == Bot->player->mo)
if (players[j].camera == players[i].mo)
{
players[i].camera = players[i].mo;
if (i == consoleplayer)
players[j].camera = players[j].mo;
if (j == consoleplayer)
{
StatusBar->AttachToPlayer (players + i);
StatusBar->AttachToPlayer (players + j);
}
}
}
}
ClearPlayer (Bot->player - players, !fromlist);
FBehavior::StaticStartTypedScripts (SCRIPT_Disconnect, NULL, true, Bot->player - players);
ClearPlayer (i, !fromlist);
FBehavior::StaticStartTypedScripts (SCRIPT_Disconnect, NULL, true, i);
}
}
if (fromlist)

View file

@ -1021,14 +1021,11 @@ void AInventory::Touch (AActor *toucher)
P_GiveSecret(toucher, true, true, -1);
}
DBot *Bot;
TThinkerIterator<DBot> it;
//Added by MC: Check if item taken was the roam destination of any bot
while ((Bot = it.Next ()) != NULL)
for (int i = 0; i < MAXPLAYERS; i++)
{
if (Bot->dest == this)
Bot->dest = NULL;
if (players[i].Bot != NULL && this == players[i].Bot->dest)
players[i].Bot->dest = NULL;
}
}

View file

@ -611,17 +611,14 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
if (player->Bot != NULL)
player->Bot->t_respawn = (pr_botrespawn()%15)+((bglobal.botnum-1)*2)+TICRATE+1;
DBot *Bot;
TThinkerIterator<DBot> it;
//Added by MC: Discard enemies.
while ((Bot = it.Next ()) != NULL)
for (int i = 0; i < MAXPLAYERS; i++)
{
if (this == Bot->enemy)
if (players[i].Bot != NULL && this == players[i].Bot->enemy)
{
if (Bot->dest == Bot->enemy)
Bot->dest = NULL;
Bot->enemy = NULL;
if (players[i].Bot->dest == players[i].Bot->enemy)
players[i].Bot->dest = NULL;
players[i].Bot->enemy = NULL;
}
}

View file

@ -3042,6 +3042,7 @@ void AActor::Tick ()
AActor *onmo;
int i;
//assert (state != NULL);
if (state == NULL)
@ -3231,36 +3232,35 @@ void AActor::Tick ()
{
BotSupportCycles.Clock();
bglobal.m_Thinking = true;
DBot *Bot;
TThinkerIterator<DBot> it;
while ((Bot = it.Next ()) != NULL)
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].Bot == NULL)
continue;
if (flags3 & MF3_ISMONSTER)
{
if (health > 0
&& !Bot->enemy
&& player ? !IsTeammate (Bot->player->mo) : true
&& P_AproxDistance (Bot->player->mo->x-x, Bot->player->mo->y-y) < MAX_MONSTER_TARGET_DIST
&& P_CheckSight (Bot->player->mo, this, SF_SEEPASTBLOCKEVERYTHING))
&& !players[i].Bot->enemy
&& player ? !IsTeammate (players[i].mo) : true
&& P_AproxDistance (players[i].mo->x-x, players[i].mo->y-y) < MAX_MONSTER_TARGET_DIST
&& P_CheckSight (players[i].mo, this, SF_SEEPASTBLOCKEVERYTHING))
{ //Probably a monster, so go kill it.
Bot->enemy = this;
players[i].Bot->enemy = this;
}
}
else if (flags & MF_SPECIAL)
{ //Item pickup time
//clock (BotWTG);
bglobal.WhatToGet (Bot->player->mo, this);
bglobal.WhatToGet (players[i].mo, this);
//unclock (BotWTG);
BotWTG++;
}
else if (flags & MF_MISSILE)
{
if (!Bot->missile && (flags3 & MF3_WARNBOT))
if (!players[i].Bot->missile && (flags3 & MF3_WARNBOT))
{ //warn for incoming missiles.
if (target != Bot->player->mo && bglobal.Check_LOS (Bot->player->mo, this, ANGLE_90))
Bot->missile = this;
if (target != players[i].mo && bglobal.Check_LOS (players[i].mo, this, ANGLE_90))
players[i].Bot->missile = this;
}
}
}

View file

@ -63,6 +63,7 @@ enum
STAT_SECTOREFFECT, // All sector effects that cause floor and ceiling movement
STAT_ACTORMOVER, // actor movers
STAT_SCRIPTS, // The ACS thinker. This is to ensure that it can't tick before all actors called PostBeginPlay
STAT_BOT, // Bot thinker
};
#endif