2006-02-24 04:48:15 +00:00
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/*******************************************
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* B_game.h *
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* Description: *
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* Misc things that has to do with the bot, *
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* like it's spawning etc. *
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* Makes the bot fit into game *
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* *
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*******************************************/
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/*The files which are modified for Cajun Purpose
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D_player.h (v0.85: added some variables)
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D_netcmd.c (v0.71)
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D_netcmd.h (v0.71)
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D_main.c (v0.71)
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D_ticcmd.h (v0.71)
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G_game.c (v0.95: Too make demorecording work somewhat)
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G_input.c (v0.95: added some keycommands)
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G_input.h (v0.95)
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P_mobj.c (v0.95: changed much in the P_MobjThinker(), a little in P_SpawnPlayerMissile(), maybee something else )
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P_mobj.h (v0.95: Removed some unnecessary variables)
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P_user.c (v0.95: It's only one change maybee it already was there in 0.71)
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P_inter.c (v0.95: lot of changes)
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P_pspr.c (v0.71)
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P_map.c (v0.95: Test missile for bots)
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P_tick.c (v0.95: Freeze mode things only)
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P_local.h (v0.95: added> extern int tmsectortype)
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Info.c (v0.95: maybee same as 0.71)
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Info.h (v0.95: maybee same as 0.71)
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M_menu.c (v0.95: an extra menu in the key setup with the new commands)
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R_main.c (v0.95: Fix for bot's view)
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wi_stuff.c (v0.97: To remove bots correct)
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(v0.85) Removed all my code from: P_enemy.c
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New file: b_move.c
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******************************************
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What I know has to be done. in near future.
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- Do some hunting/fleeing functions.
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- Make the roaming 100% flawfree.
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- Fix all SIGSEVS (Below is known SIGSEVS)
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-Nada (but they might be there)
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******************************************
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Everything that is changed is marked (maybe commented) with "Added by MC"
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*/
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#include "doomdef.h"
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#include "p_local.h"
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#include "b_bot.h"
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#include "g_game.h"
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#include "m_random.h"
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#include "doomstat.h"
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#include "cmdlib.h"
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#include "sc_man.h"
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#include "stats.h"
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#include "m_misc.h"
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#include "sbar.h"
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#include "p_acs.h"
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2008-08-10 11:29:19 +00:00
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#include "teaminfo.h"
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2008-08-10 03:25:08 +00:00
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#include "i_system.h"
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2008-09-14 23:54:38 +00:00
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#include "d_net.h"
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2008-09-15 00:47:31 +00:00
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#include "d_netinf.h"
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2006-02-24 04:48:15 +00:00
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static FRandom pr_botspawn ("BotSpawn");
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//Externs
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2008-03-28 00:38:17 +00:00
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FCajunMaster bglobal;
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2006-02-24 04:48:15 +00:00
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2008-08-10 11:29:19 +00:00
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cycle_t BotThinkCycles, BotSupportCycles;
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2008-08-10 03:25:08 +00:00
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int BotWTG;
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2006-02-24 04:48:15 +00:00
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static const char *BotConfigStrings[] =
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{
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"name",
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"aiming",
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"perfection",
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"reaction",
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"isp",
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"team",
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NULL
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};
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enum
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{
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BOTCFG_NAME,
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BOTCFG_AIMING,
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BOTCFG_PERFECTION,
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BOTCFG_REACTION,
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BOTCFG_ISP,
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BOTCFG_TEAM
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};
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static bool waitingforspawn[MAXPLAYERS];
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2008-03-28 00:38:17 +00:00
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FCajunMaster::~FCajunMaster()
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2006-05-11 04:00:58 +00:00
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{
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ForgetBots();
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}
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2006-02-24 04:48:15 +00:00
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//This function is called every tick (from g_game.c),
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//send bots into thinking (+more).
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2008-03-28 00:38:17 +00:00
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void FCajunMaster::Main (int buf)
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2006-02-24 04:48:15 +00:00
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{
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int i;
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2008-08-10 03:25:08 +00:00
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BotThinkCycles.Reset();
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2006-02-24 04:48:15 +00:00
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if (consoleplayer != Net_Arbitrator || demoplayback)
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return;
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if (gamestate != GS_LEVEL)
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return;
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m_Thinking = true;
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//Think for bots.
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if (botnum)
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{
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2008-08-10 03:25:08 +00:00
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BotThinkCycles.Clock();
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2006-02-24 04:48:15 +00:00
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for (i = 0; i < MAXPLAYERS; i++)
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{
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2014-10-14 18:57:11 +00:00
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if (playeringame[i] && players[i].mo && !freeze && players[i].Bot != NULL)
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2006-02-24 04:48:15 +00:00
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Think (players[i].mo, &netcmds[i][buf]);
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}
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2008-08-10 03:25:08 +00:00
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BotThinkCycles.Unclock();
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2006-02-24 04:48:15 +00:00
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}
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//Add new bots?
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if (wanted_botnum > botnum && !freeze)
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{
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if (t_join == ((wanted_botnum - botnum) * SPAWN_DELAY))
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{
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2008-03-28 00:38:17 +00:00
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if (!SpawnBot (getspawned[spawn_tries]))
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2006-02-24 04:48:15 +00:00
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wanted_botnum--;
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spawn_tries++;
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}
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t_join--;
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}
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//Check if player should go observer. Or un observe
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2007-12-24 14:24:24 +00:00
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if (bot_observer && !observer && !netgame)
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2006-02-24 04:48:15 +00:00
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{
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2013-05-12 18:27:03 +00:00
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Printf ("%s is now observer\n", players[consoleplayer].userinfo.GetName());
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2006-02-24 04:48:15 +00:00
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observer = true;
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players[consoleplayer].mo->UnlinkFromWorld ();
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2006-04-10 21:54:50 +00:00
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players[consoleplayer].mo->flags = MF_DROPOFF|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOTDMATCH|MF_NOGRAVITY|MF_FRIENDLY;
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2006-02-24 04:48:15 +00:00
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players[consoleplayer].mo->flags2 |= MF2_FLY;
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players[consoleplayer].mo->LinkToWorld ();
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}
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2007-12-24 14:24:24 +00:00
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else if (!bot_observer && observer && !netgame) //Go back
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2006-02-24 04:48:15 +00:00
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{
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2013-05-12 18:27:03 +00:00
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Printf ("%s returned to the fray\n", players[consoleplayer].userinfo.GetName());
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2006-02-24 04:48:15 +00:00
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observer = false;
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players[consoleplayer].mo->UnlinkFromWorld ();
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2006-04-10 21:54:50 +00:00
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players[consoleplayer].mo->flags = MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH|MF_FRIENDLY;
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2006-02-24 04:48:15 +00:00
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players[consoleplayer].mo->flags2 &= ~MF2_FLY;
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players[consoleplayer].mo->LinkToWorld ();
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}
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m_Thinking = false;
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}
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2008-03-28 00:38:17 +00:00
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void FCajunMaster::Init ()
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2006-02-24 04:48:15 +00:00
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{
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int i;
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botnum = 0;
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firstthing = NULL;
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spawn_tries = 0;
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freeze = false;
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observer = false;
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body1 = NULL;
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body2 = NULL;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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waitingforspawn[i] = false;
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}
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if (ctf && teamplay == false)
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teamplay = true; //Need teamplay for ctf. (which is not done yet)
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t_join = (wanted_botnum + 1) * SPAWN_DELAY; //The + is to let player get away before the bots come in.
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if (botinfo == NULL)
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{
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LoadBots ();
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}
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else
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{
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botinfo_t *thebot = botinfo;
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while (thebot != NULL)
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{
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thebot->inuse = false;
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thebot = thebot->next;
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}
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}
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}
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//Called on each level exit (from g_game.c).
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2008-03-28 00:38:17 +00:00
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void FCajunMaster::End ()
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2006-02-24 04:48:15 +00:00
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{
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int i;
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//Arrange wanted botnum and their names, so they can be spawned next level.
|
2008-03-28 00:38:17 +00:00
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getspawned.Clear();
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2006-02-24 04:48:15 +00:00
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for (i = 0; i < MAXPLAYERS; i++)
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{
|
2014-10-14 18:57:11 +00:00
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if (playeringame[i] && players[i].Bot != NULL)
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2006-02-24 04:48:15 +00:00
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{
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if (deathmatch)
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{
|
2013-05-12 18:27:03 +00:00
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getspawned.Push(players[i].userinfo.GetName());
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2006-02-24 04:48:15 +00:00
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}
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}
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}
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if (deathmatch)
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{
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wanted_botnum = botnum;
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}
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}
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//Name can be optional, if = NULL
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//then a random bot is spawned.
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//If no bot with name = name found
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//the function will CONS print an
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//error message and will not spawn
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//anything.
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//The color parameter can be either a
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//color (range from 0-10), or = NOCOLOR.
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//The color parameter overides bots
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//induvidual colors if not = NOCOLOR.
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|
2008-03-28 00:38:17 +00:00
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bool FCajunMaster::SpawnBot (const char *name, int color)
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2006-02-24 04:48:15 +00:00
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{
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int playernumber;
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//COLORS
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static const char colors[11][17] =
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{
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"\\color\\40 cf 00", //0 = Green
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"\\color\\b0 b0 b0", //1 = Gray
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"\\color\\50 50 60", //2 = Indigo
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"\\color\\8f 00 00", //3 = Deep Red
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"\\color\\ff ff ff", //4 = White
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"\\color\\ff af 3f", //5 = Bright Brown
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"\\color\\bf 00 00", //6 = Red
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"\\color\\00 00 ff", //7 = Blue
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"\\color\\00 00 7f", //8 = Dark Blue
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"\\color\\ff ff 00", //9 = Yellow
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"\\color\\cf df 90" //10 = Bleached Bone
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};
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for (playernumber = 0; playernumber < MAXPLAYERS; playernumber++)
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{
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if (!playeringame[playernumber] && !waitingforspawn[playernumber])
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{
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break;
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}
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}
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if (playernumber == MAXPLAYERS)
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{
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Printf ("The maximum of %d players/bots has been reached\n", MAXPLAYERS);
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return false;
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}
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botinfo_t *thebot;
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if (name)
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{
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thebot = botinfo;
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// Check if exist or already in the game.
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while (thebot && stricmp (name, thebot->name))
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thebot = thebot->next;
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if (thebot == NULL)
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{
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Printf ("couldn't find %s in %s\n", name, BOTFILENAME);
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return false;
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}
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else if (thebot->inuse)
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{
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Printf ("%s is already in the thick\n", name);
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return false;
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}
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}
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else if (botnum < loaded_bots)
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{
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bool vacant = false; //Spawn a random bot from bots.cfg if no name given.
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while (!vacant)
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{
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int rnum = (pr_botspawn() % loaded_bots);
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thebot = botinfo;
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while (rnum)
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--rnum, thebot = thebot->next;
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if (!thebot->inuse)
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vacant = true;
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}
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}
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else
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{
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Printf ("Couldn't spawn bot; no bot left in %s\n", BOTFILENAME);
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return false;
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}
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waitingforspawn[playernumber] = true;
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Net_WriteByte (DEM_ADDBOT);
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Net_WriteByte (playernumber);
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{
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//Set color.
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char concat[512];
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strcpy (concat, thebot->info);
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|
|
if (color == NOCOLOR && bot_next_color < NOCOLOR && bot_next_color >= 0)
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|
|
{
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|
|
strcat (concat, colors[bot_next_color]);
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}
|
2009-02-04 23:14:28 +00:00
|
|
|
if (TeamLibrary.IsValidTeam (thebot->lastteam))
|
2006-02-24 04:48:15 +00:00
|
|
|
{ // Keep the bot on the same team when switching levels
|
About a week's worth of changes here. As a heads-up, I wouldn't be
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
formatting can be entirely independant of the CRT.
SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
|
|
|
mysnprintf (concat + strlen(concat), countof(concat) - strlen(concat),
|
|
|
|
"\\team\\%d\n", thebot->lastteam);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
Net_WriteString (concat);
|
|
|
|
}
|
2014-10-14 18:57:11 +00:00
|
|
|
Net_WriteByte(thebot->skill.aiming);
|
|
|
|
Net_WriteByte(thebot->skill.perfection);
|
|
|
|
Net_WriteByte(thebot->skill.reaction);
|
|
|
|
Net_WriteByte(thebot->skill.isp);
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
thebot->inuse = true;
|
|
|
|
|
|
|
|
//Increment this.
|
|
|
|
botnum++;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2014-10-14 18:57:11 +00:00
|
|
|
void FCajunMaster::DoAddBot (BYTE **stream)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2014-10-14 18:57:11 +00:00
|
|
|
int bnum = ReadByte (stream);
|
|
|
|
char *info = ReadString (stream);
|
2006-09-14 00:02:31 +00:00
|
|
|
BYTE *infob = (BYTE *)info;
|
2014-10-14 18:57:11 +00:00
|
|
|
botskill_t skill;
|
|
|
|
skill.aiming = ReadByte (stream);
|
|
|
|
skill.perfection = ReadByte (stream);
|
|
|
|
skill.reaction = ReadByte (stream);
|
|
|
|
skill.isp = ReadByte (stream);
|
|
|
|
|
2006-05-26 04:38:22 +00:00
|
|
|
D_ReadUserInfoStrings (bnum, &infob, false);
|
2014-10-15 16:54:12 +00:00
|
|
|
|
|
|
|
delete[] info;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
if (!deathmatch && playerstarts[bnum].type == 0)
|
|
|
|
{
|
|
|
|
Printf ("%s tried to join, but there was no player %d start\n",
|
2013-05-12 18:27:03 +00:00
|
|
|
players[bnum].userinfo.GetName(), bnum+1);
|
2006-02-24 04:48:15 +00:00
|
|
|
ClearPlayer (bnum, false); // Make the bot inactive again
|
- Added some hackery at the start of MouseRead_Win32() that prevents it from
yanking the mouse around if they keys haven't been read yet to combat the
same situation that causes the keyboard to return DIERR_NOTACQUIRED in
KeyRead(): The window is sort of in focus and sort of not. User.dll
considers it to be focused and it's drawn as such, but another focused
window is on top of it, and DirectInput doesn't see it as focused.
- Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it
handles DIERR_INPUTLOST errors. This can happen if our window had the
focus stolen away from it before we tried to acquire the keyboard in
DI_Init2(). Strangely, MouseRead_DI() already did this.
- When a stack overflow occurs, report.txt now only includes the first and
last 16KB of the stack to make it more manageable.
- Limited StreamEditBinary() to the first 64KB of the file to keep it from
taking too long on large dumps.
- And now I know why gathering crash information in the same process that
crashed can be bad: Stack overflows. You get one spare page to play with
when the stack overflows. MiniDumpWriteDump() needs more than that and
causes an access violation when it runs out of leftover stack, silently
terminating the application. Windows XP x64 offers SetThreadStackGuarantee()
to increase this, but that isn't available on anything older, including
32-bit XP. To get around this, a new thread is created to write the mini
dump when the stack overflows.
- Changed A_Burnination() to be closer to Strife's.
- Fixed: When playing back demos, DoAddBot() can be called without an
associated call to SpawnBot(). So if the bot can't spawn, botnum can
go negative, which will cause problems later in DCajunMaster::Main()
when it sees that wanted_botnum (0) is higher than botnum (-1).
- Fixed: Stopping demo recording in multiplayer games should not abruptly
drop the recorder out of the game without notifying the other players.
In fact, there's no reason why it should drop them out of multiplayer at
all.
- Fixed: Earthquakes were unreliable in multiplayer games because
P_PredictPlayer() did not preserve the player's xviewshift.
- Fixed: PlayerIsGone() needs to stop any scripts that belong to the player
who left, in addition to executing disconnect scripts.
- Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo
in case the player left but somebody still has a reference to their actor.
- Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior
and set Buffer to NULL.
- Improved feedback for network game initialization with the console ticker.
- Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source
directory. They are identical, so keeping two copies of them is bad.
- Fixed: (At least with Creative's driver's,) EAX settings are global and not
per-application. So if you play a multiplayer ZDoom game on one computer
(or even another EAX-using application), ZDoom needs to restore the
environment when it regains focus.
- Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently,
PacketGet can receive ECONNRESET from nodes that aren't in the game. It
should be safe to just ignore these packets.
- Fixed: PlayerIsGone() should set the gone player's camera to NULL in case
the player who left was player 0. This is because if a remaining player
receives a "recoverable" error, they will become player 0. Once that happens,
they game will try to update sounds through their camera and crash in
FMODSoundRenderer::UpdateListener() because the zones array is now NULL.
G_NewInit() should also clear all the player structures.
SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
|
|
|
if (botnum > 0)
|
|
|
|
{
|
|
|
|
botnum--;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
multiplayer = true; //Prevents cheating and so on; emulates real netgame (almost).
|
2014-10-14 18:57:11 +00:00
|
|
|
players[bnum].Bot = new DBot;
|
2014-10-21 18:33:48 +00:00
|
|
|
GC::WriteBarrier (players[bnum].Bot);
|
2014-10-14 18:57:11 +00:00
|
|
|
players[bnum].Bot->skill = skill;
|
2006-02-24 04:48:15 +00:00
|
|
|
playeringame[bnum] = true;
|
|
|
|
players[bnum].mo = NULL;
|
|
|
|
players[bnum].playerstate = PST_ENTER;
|
2007-12-20 20:22:31 +00:00
|
|
|
|
|
|
|
if (teamplay)
|
2013-05-12 18:27:03 +00:00
|
|
|
Printf ("%s joined the %s team\n", players[bnum].userinfo.GetName(), Teams[players[bnum].userinfo.GetTeam()].GetName());
|
2007-12-20 20:22:31 +00:00
|
|
|
else
|
2013-05-12 18:27:03 +00:00
|
|
|
Printf ("%s joined the game\n", players[bnum].userinfo.GetName());
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
G_DoReborn (bnum, true);
|
|
|
|
if (StatusBar != NULL)
|
|
|
|
{
|
|
|
|
StatusBar->MultiplayerChanged ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
waitingforspawn[bnum] = false;
|
|
|
|
}
|
|
|
|
|
2008-03-28 00:38:17 +00:00
|
|
|
void FCajunMaster::RemoveAllBots (bool fromlist)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
int i, j;
|
|
|
|
|
|
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
|
|
{
|
2014-10-14 18:57:11 +00:00
|
|
|
if (playeringame[i] && players[i].Bot != NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
// If a player is looking through this bot's eyes, make him
|
|
|
|
// look through his own eyes instead.
|
|
|
|
for (j = 0; j < MAXPLAYERS; ++j)
|
|
|
|
{
|
2014-10-14 18:57:11 +00:00
|
|
|
if (i != j && playeringame[j] && players[j].Bot == NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
if (players[j].camera == players[i].mo)
|
|
|
|
{
|
|
|
|
players[j].camera = players[j].mo;
|
|
|
|
if (j == consoleplayer)
|
|
|
|
{
|
|
|
|
StatusBar->AttachToPlayer (players + j);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
ClearPlayer (i, !fromlist);
|
|
|
|
FBehavior::StaticStartTypedScripts (SCRIPT_Disconnect, NULL, true, i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (fromlist)
|
|
|
|
{
|
|
|
|
wanted_botnum = 0;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
|
|
waitingforspawn[i] = false;
|
|
|
|
}
|
|
|
|
botnum = 0;
|
|
|
|
}
|
|
|
|
|
2014-10-15 16:54:12 +00:00
|
|
|
void FCajunMaster::DestroyAllBots ()
|
|
|
|
{
|
|
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
|
|
{
|
|
|
|
if (players[i].Bot != NULL)
|
|
|
|
{
|
|
|
|
players[i].Bot->Destroy ();
|
|
|
|
players[i].Bot = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
//------------------
|
|
|
|
//Reads data for bot from
|
|
|
|
//a .bot file.
|
|
|
|
//The skills and other data should
|
|
|
|
//be arranged as follows in the bot file:
|
|
|
|
//
|
|
|
|
//{
|
|
|
|
// Name bot's name
|
|
|
|
// Aiming 0-100
|
|
|
|
// Perfection 0-100
|
|
|
|
// Reaction 0-100
|
|
|
|
// Isp 0-100 (Instincts of Self Preservation)
|
|
|
|
// ??? any other valid userinfo strings can go here
|
|
|
|
//}
|
|
|
|
|
|
|
|
static void appendinfo (char *&front, const char *back)
|
|
|
|
{
|
|
|
|
char *newstr;
|
|
|
|
|
|
|
|
if (front)
|
|
|
|
{
|
|
|
|
size_t newlen = strlen (front) + strlen (back) + 2;
|
|
|
|
newstr = new char[newlen];
|
|
|
|
strcpy (newstr, front);
|
|
|
|
delete[] front;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
size_t newlen = strlen (back) + 2;
|
|
|
|
newstr = new char[newlen];
|
2011-08-31 22:49:24 +00:00
|
|
|
newstr[0] = 0;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
strcat (newstr, "\\");
|
|
|
|
strcat (newstr, back);
|
|
|
|
front = newstr;
|
|
|
|
}
|
|
|
|
|
2008-03-28 00:38:17 +00:00
|
|
|
void FCajunMaster::ForgetBots ()
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
botinfo_t *thebot = botinfo;
|
|
|
|
|
|
|
|
while (thebot)
|
|
|
|
{
|
|
|
|
botinfo_t *next = thebot->next;
|
|
|
|
delete[] thebot->name;
|
|
|
|
delete[] thebot->info;
|
|
|
|
delete thebot;
|
|
|
|
thebot = next;
|
|
|
|
}
|
|
|
|
|
|
|
|
botinfo = NULL;
|
|
|
|
loaded_bots = 0;
|
|
|
|
}
|
|
|
|
|
2008-03-28 00:38:17 +00:00
|
|
|
bool FCajunMaster::LoadBots ()
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
FScanner sc;
|
2006-05-03 22:45:01 +00:00
|
|
|
FString tmp;
|
2006-02-24 04:48:15 +00:00
|
|
|
bool gotteam = false;
|
|
|
|
|
2008-03-28 00:38:17 +00:00
|
|
|
bglobal.ForgetBots ();
|
2013-09-15 02:02:47 +00:00
|
|
|
tmp = M_GetCajunPath(BOTFILENAME);
|
|
|
|
if (tmp.IsEmpty())
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
DPrintf ("No " BOTFILENAME ", so no bots\n");
|
|
|
|
return false;
|
|
|
|
}
|
2013-09-15 02:02:47 +00:00
|
|
|
sc.OpenFile(tmp);
|
2006-02-24 04:48:15 +00:00
|
|
|
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
while (sc.GetString ())
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
if (!sc.Compare ("{"))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
sc.ScriptError ("Unexpected token '%s'\n", sc.String);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
botinfo_t *newinfo = new botinfo_t;
|
|
|
|
bool gotclass = false;
|
|
|
|
|
|
|
|
memset (newinfo, 0, sizeof(*newinfo));
|
|
|
|
|
|
|
|
newinfo->info = copystring ("\\autoaim\\0\\movebob\\.25");
|
|
|
|
|
|
|
|
for (;;)
|
|
|
|
{
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
sc.MustGetString ();
|
|
|
|
if (sc.Compare ("}"))
|
2006-02-24 04:48:15 +00:00
|
|
|
break;
|
|
|
|
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
switch (sc.MatchString (BotConfigStrings))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
case BOTCFG_NAME:
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
sc.MustGetString ();
|
2006-02-24 04:48:15 +00:00
|
|
|
appendinfo (newinfo->info, "name");
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
appendinfo (newinfo->info, sc.String);
|
|
|
|
newinfo->name = copystring (sc.String);
|
2006-02-24 04:48:15 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case BOTCFG_AIMING:
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
sc.MustGetNumber ();
|
|
|
|
newinfo->skill.aiming = sc.Number;
|
2006-02-24 04:48:15 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case BOTCFG_PERFECTION:
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
sc.MustGetNumber ();
|
|
|
|
newinfo->skill.perfection = sc.Number;
|
2006-02-24 04:48:15 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case BOTCFG_REACTION:
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
sc.MustGetNumber ();
|
|
|
|
newinfo->skill.reaction = sc.Number;
|
2006-02-24 04:48:15 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case BOTCFG_ISP:
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
sc.MustGetNumber ();
|
|
|
|
newinfo->skill.isp = sc.Number;
|
2006-02-24 04:48:15 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case BOTCFG_TEAM:
|
|
|
|
{
|
2007-12-22 04:00:25 +00:00
|
|
|
char teamstr[16];
|
2008-01-06 04:03:33 +00:00
|
|
|
BYTE teamnum;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
sc.MustGetString ();
|
|
|
|
if (IsNum (sc.String))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
teamnum = atoi (sc.String);
|
2009-02-04 23:14:28 +00:00
|
|
|
if (!TeamLibrary.IsValidTeam (teamnum))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2009-02-04 23:14:28 +00:00
|
|
|
teamnum = TEAM_NONE;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2009-02-04 23:14:28 +00:00
|
|
|
teamnum = TEAM_NONE;
|
|
|
|
for (unsigned int i = 0; i < Teams.Size(); ++i)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2009-02-04 23:14:28 +00:00
|
|
|
if (stricmp (Teams[i].GetName (), sc.String) == 0)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
teamnum = i;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
appendinfo (newinfo->info, "team");
|
About a week's worth of changes here. As a heads-up, I wouldn't be
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
formatting can be entirely independant of the CRT.
SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
|
|
|
mysnprintf (teamstr, countof(teamstr), "%d", teamnum);
|
2006-02-24 04:48:15 +00:00
|
|
|
appendinfo (newinfo->info, teamstr);
|
|
|
|
gotteam = true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
default:
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
if (stricmp (sc.String, "playerclass") == 0)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
gotclass = true;
|
|
|
|
}
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
appendinfo (newinfo->info, sc.String);
|
|
|
|
sc.MustGetString ();
|
|
|
|
appendinfo (newinfo->info, sc.String);
|
2006-02-24 04:48:15 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!gotclass)
|
|
|
|
{ // Bots that don't specify a class get a random one
|
|
|
|
appendinfo (newinfo->info, "playerclass");
|
|
|
|
appendinfo (newinfo->info, "random");
|
|
|
|
}
|
|
|
|
if (!gotteam)
|
|
|
|
{ // Same for bot teams
|
|
|
|
appendinfo (newinfo->info, "team");
|
|
|
|
appendinfo (newinfo->info, "255");
|
|
|
|
}
|
2008-03-28 00:38:17 +00:00
|
|
|
newinfo->next = bglobal.botinfo;
|
2009-02-04 23:14:28 +00:00
|
|
|
newinfo->lastteam = TEAM_NONE;
|
2008-03-28 00:38:17 +00:00
|
|
|
bglobal.botinfo = newinfo;
|
|
|
|
bglobal.loaded_bots++;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
2008-03-28 00:38:17 +00:00
|
|
|
Printf ("%d bots read from %s\n", bglobal.loaded_bots, BOTFILENAME);
|
2006-02-24 04:48:15 +00:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2006-09-14 00:02:31 +00:00
|
|
|
ADD_STAT (bots)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-09-14 00:02:31 +00:00
|
|
|
FString out;
|
2008-08-10 03:25:08 +00:00
|
|
|
out.Format ("think = %04.1f ms support = %04.1f ms wtg = %d",
|
|
|
|
BotThinkCycles.TimeMS(), BotSupportCycles.TimeMS(),
|
2006-02-24 04:48:15 +00:00
|
|
|
BotWTG);
|
2006-09-14 00:02:31 +00:00
|
|
|
return out;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|