mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-29 23:33:00 +00:00
- Changed D3DFB to explicitly request double buffering instead of assuming
that the drivers will treat a BackBufferCount of 0 as a request for double buffering. - Fixed: Unsetting a cvar did not remove it from the list of tab completions. - Added "" as a synonym for "nullimage" in SBARINFO. - Fixed: MAKESAVESIG's stringifier in version.h did not work as expected. It stringified the passed macro name, not the value of the macro. - Moved DCajunMaster off the DObject hierarchy. - Changed DCajunMaster::getspawned into a TArray of FStrings. It was mysteriously being left pointing to uninitialized memory during the final GC at exit and crashing. - Fixed: The code that removed hexdd.wad from the list of IWADs when hexen.wad was not present did not work. SVN r861 (trunk)
This commit is contained in:
parent
643fc792bd
commit
776d89428d
31 changed files with 17388 additions and 17388 deletions
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@ -1,3 +1,19 @@
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March 27, 2008
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- Changed D3DFB to explicitly request double buffering instead of assuming
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that the drivers will treat a BackBufferCount of 0 as a request for
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double buffering.
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- Fixed: Unsetting a cvar did not remove it from the list of tab
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completions.
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- Added "" as a synonym for "nullimage" in SBARINFO.
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- Fixed: MAKESAVESIG's stringifier in version.h did not work as expected.
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It stringified the passed macro name, not the value of the macro.
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- Moved DCajunMaster off the DObject hierarchy.
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- Changed DCajunMaster::getspawned into a TArray of FStrings. It was
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mysteriously being left pointing to uninitialized memory during the
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final GC at exit and crashing.
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- Fixed: The code that removed hexdd.wad from the list of IWADs when
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hexen.wad was not present did not work.
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March 27, 2008 (Changes by Graf Zahl)
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- Fixed: DCajunMaster::End was missing a write barrier for getspawned. The
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same problem in D_DoomMain.
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@ -5,6 +21,7 @@ March 27, 2008 (Changes by Graf Zahl)
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collector.
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March 26, 2008
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- Added uppercase copies of the IWAD names to the IWAD search for Unix land.
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- Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it
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from doing prebuffering of the song. This was causing the Linux version to
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hang while waiting for input from the pipe, since Timidity hadn't been
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@ -14394,7 +14411,7 @@ July 21, 1999
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damage.
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- Changed bot observer mode to use noclip instead of noblockmap. Otherwise,
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the player is unable to ride lifts while observing.
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- The bot code spawns bglobal->body1 and bglobal->body2 actors to help with
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- The bot code spawns bglobal.body1 and bglobal.body2 actors to help with
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aiming. The original code would carry pointers to these over between
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levels, even though all actors disappear when travelling between levels.
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Not a good thing. Fixed.
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@ -14444,7 +14461,7 @@ July 14, 1999
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the for loop.
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July 12, 1999
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- Enclosed the bot thinking code inside if (bglobal->botnum) {} blocks so that
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- Enclosed the bot thinking code inside if (bglobal.botnum) {} blocks so that
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no bot thinking occurs when there are no bots. Also defaulted bot_calcnodes
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to 0. If a bot is spawned, and there are no nodes loaded, bot_calcnodes
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will automatically be set to 1. Now the bots don't eat up any time if none
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@ -15,13 +15,6 @@
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CVAR (Int, bot_next_color, 11, 0)
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CVAR (Bool, bot_observer, false, 0)
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IMPLEMENT_POINTY_CLASS (DCajunMaster)
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DECLARE_POINTER (getspawned)
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DECLARE_POINTER (firstthing)
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DECLARE_POINTER (body1)
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DECLARE_POINTER (body2)
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END_POINTERS
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CCMD (addbot)
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{
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if (gamestate != GS_LEVEL && gamestate != GS_INTERMISSION)
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@ -43,12 +36,12 @@ CCMD (addbot)
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}
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if (argv.argc() > 1)
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bglobal->SpawnBot (argv[1]);
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bglobal.SpawnBot (argv[1]);
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else
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bglobal->SpawnBot (NULL);
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bglobal.SpawnBot (NULL);
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}
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void DCajunMaster::ClearPlayer (int i, bool keepTeam)
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void FCajunMaster::ClearPlayer (int i, bool keepTeam)
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{
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if (players[i].mo)
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{
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@ -92,7 +85,7 @@ CCMD (freeze)
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CCMD (listbots)
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{
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botinfo_t *thebot = bglobal->botinfo;
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botinfo_t *thebot = bglobal.botinfo;
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int count = 0;
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while (thebot)
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@ -116,9 +109,6 @@ AT_GAME_SET(BotStuff)
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AWeapon * w;
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AActor * a;
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bglobal = new DCajunMaster;
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GC::WriteBarrier(bglobal);
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w = (AWeapon*)GetDefaultByName ("Pistol");
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if (w != NULL)
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{
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15
src/b_bot.h
15
src/b_bot.h
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@ -73,13 +73,10 @@ struct botinfo_t
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};
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//Used to keep all the globally needed variables in nice order.
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class DCajunMaster : public DObject
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class FCajunMaster
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{
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DECLARE_CLASS (DCajunMaster, DObject)
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HAS_OBJECT_POINTERS
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public:
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DCajunMaster();
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~DCajunMaster();
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~FCajunMaster();
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void ClearPlayer (int playernum, bool keepTeam);
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@ -110,7 +107,7 @@ public:
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void Pitch (AActor *actor, AActor *target);
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bool IsDangerous (sector_t *sec);
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DArgs *getspawned; //Array of bots (their names) which should be spawned when starting a game.
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TArray<FString> getspawned; //Array of bots (their names) which should be spawned when starting a game.
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bool botingame[MAXPLAYERS];
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BYTE freeze:1; //Game in freeze mode.
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BYTE changefreeze:1; //Game wants to change freeze mode.
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@ -119,6 +116,8 @@ public:
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int spawn_tries;
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int wanted_botnum;
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TObjPtr<AActor> firstthing;
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TObjPtr<AActor> body1;
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TObjPtr<AActor> body2;
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bool m_Thinking;
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@ -142,14 +141,12 @@ protected:
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bool ctf;
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int loaded_bots;
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int t_join;
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TObjPtr<AActor> body1;
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TObjPtr<AActor> body2;
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bool observer; //Consoleplayer is observer.
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};
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//Externs
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extern DCajunMaster *bglobal;
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extern FCajunMaster bglobal;
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EXTERN_CVAR (Float, bot_flag_return_time)
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EXTERN_CVAR (Int, bot_next_color)
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@ -63,7 +63,7 @@ static bool PTR_Reachable (intercept_t *in)
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fixed_t ceilingheight = s->ceilingplane.ZatPoint (hitx, hity);
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fixed_t floorheight = s->floorplane.ZatPoint (hitx, hity);
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if (!bglobal->IsDangerous (s) && //Any nukage/lava?
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if (!bglobal.IsDangerous (s) && //Any nukage/lava?
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(floorheight <= (last_z+MAXMOVEHEIGHT)
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&& ((ceilingheight == floorheight && line->special)
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|| (ceilingheight - floorheight) >= looker->height))) //Does it fit?
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@ -100,7 +100,7 @@ static bool PTR_Reachable (intercept_t *in)
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//Checks TRUE reachability from
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//one actor to another. First mobj (actor) is looker.
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bool DCajunMaster::Reachable (AActor *actor, AActor *target)
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bool FCajunMaster::Reachable (AActor *actor, AActor *target)
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{
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if (actor == target)
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return false;
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@ -128,7 +128,7 @@ bool DCajunMaster::Reachable (AActor *actor, AActor *target)
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//if these conditions are true, the function returns true.
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//GOOD TO KNOW is that the player's view angle
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//in doom is 90 degrees infront.
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bool DCajunMaster::Check_LOS (AActor *from, AActor *to, angle_t vangle)
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bool FCajunMaster::Check_LOS (AActor *from, AActor *to, angle_t vangle)
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{
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if (!P_CheckSight (from, to, 2))
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return false; // out of sight
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@ -145,7 +145,7 @@ bool DCajunMaster::Check_LOS (AActor *from, AActor *to, angle_t vangle)
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//-------------------------------------
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//The bot will check if it's time to fire
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//and do so if that is the case.
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void DCajunMaster::Dofire (AActor *actor, ticcmd_t *cmd)
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void FCajunMaster::Dofire (AActor *actor, ticcmd_t *cmd)
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{
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bool no_fire; //used to prevent bot from pumping rockets into nearby walls.
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int aiming_penalty=0; //For shooting at shading target, if screen is red, MAKEME: When screen red.
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@ -288,7 +288,7 @@ shootmissile:
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//This function is called every
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//tick (for each bot) to set
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//the mate (teammate coop mate).
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AActor *DCajunMaster::Choose_Mate (AActor *bot)
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AActor *FCajunMaster::Choose_Mate (AActor *bot)
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{
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int count;
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int count2;
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@ -369,7 +369,7 @@ AActor *DCajunMaster::Choose_Mate (AActor *bot)
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//Make a introducing to mate.
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if(target && target!=bot->player->last_mate)
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{
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if((P_Random()%(200*bglobal->botnum))<3)
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if((P_Random()%(200*bglobal.botnum))<3)
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{
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bot->player->chat = c_teamup;
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if(target->bot)
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@ -385,7 +385,7 @@ AActor *DCajunMaster::Choose_Mate (AActor *bot)
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}
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//MAKEME: Make this a smart decision
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AActor *DCajunMaster::Find_enemy (AActor *bot)
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AActor *FCajunMaster::Find_enemy (AActor *bot)
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{
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int count;
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fixed_t closest_dist, temp; //To target.
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@ -448,7 +448,7 @@ AActor *DCajunMaster::Find_enemy (AActor *bot)
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//Creates a temporary mobj (invisible) at the given location.
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void DCajunMaster::SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum)
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void FCajunMaster::SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum)
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{
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if (hostnum == 1)
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{
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@ -459,7 +459,6 @@ void DCajunMaster::SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum)
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else
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{
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body1 = Spawn ("CajunBodyNode", x, y, z, NO_REPLACE);
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GC::WriteBarrier(this, body1);
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}
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}
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else if (hostnum == 2)
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@ -471,7 +470,6 @@ void DCajunMaster::SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum)
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else
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{
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body2 = Spawn ("CajunBodyNode", x, y, z, NO_REPLACE);
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GC::WriteBarrier(this, body2);
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}
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}
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}
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@ -486,7 +484,7 @@ void DCajunMaster::SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum)
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//Emulates missile travel. Returns distance travelled.
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fixed_t DCajunMaster::FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd)
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fixed_t FCajunMaster::FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd)
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{
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AActor *th = Spawn ("CajunTrace", source->x, source->y, source->z + 4*8*FRACUNIT, NO_REPLACE);
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@ -516,7 +514,7 @@ fixed_t DCajunMaster::FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd)
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return dist;
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}
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angle_t DCajunMaster::FireRox (AActor *bot, AActor *enemy, ticcmd_t *cmd)
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angle_t FCajunMaster::FireRox (AActor *bot, AActor *enemy, ticcmd_t *cmd)
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{
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fixed_t dist;
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angle_t ang;
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@ -527,7 +525,7 @@ angle_t DCajunMaster::FireRox (AActor *bot, AActor *enemy, ticcmd_t *cmd)
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bot->y + FixedMul(bot->momy, 5*FRACUNIT),
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bot->z + (bot->height / 2), 2);
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actor = bglobal->body2;
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actor = bglobal.body2;
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dist = P_AproxDistance (actor->x-enemy->x, actor->y-enemy->y);
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if (dist < SAFE_SELF_MISDIST)
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@ -537,15 +535,15 @@ angle_t DCajunMaster::FireRox (AActor *bot, AActor *enemy, ticcmd_t *cmd)
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SetBodyAt (enemy->x + FixedMul (enemy->momx, (m+2*FRACUNIT)),
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enemy->y + FixedMul(enemy->momy, (m+2*FRACUNIT)), ONFLOORZ, 1);
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dist = P_AproxDistance(actor->x-bglobal->body1->x, actor->y-bglobal->body1->y);
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dist = P_AproxDistance(actor->x-bglobal.body1->x, actor->y-bglobal.body1->y);
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//try the predicted location
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if (P_CheckSight (actor, bglobal->body1, 1)) //See the predicted location, so give a test missile
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if (P_CheckSight (actor, bglobal.body1, 1)) //See the predicted location, so give a test missile
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{
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if (SafeCheckPosition (bot, actor->x, actor->y))
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{
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if (FakeFire (actor, bglobal->body1, cmd) >= SAFE_SELF_MISDIST)
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if (FakeFire (actor, bglobal.body1, cmd) >= SAFE_SELF_MISDIST)
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{
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ang = R_PointToAngle2 (actor->x, actor->y, bglobal->body1->x, bglobal->body1->y);
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ang = R_PointToAngle2 (actor->x, actor->y, bglobal.body1->x, bglobal.body1->y);
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return ang;
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}
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}
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@ -565,7 +563,7 @@ angle_t DCajunMaster::FireRox (AActor *bot, AActor *enemy, ticcmd_t *cmd)
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// [RH] We absolutely do not want to pick things up here. The bot code is
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// executed apart from all the other simulation code, so we don't want it
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// creating side-effects during gameplay.
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bool DCajunMaster::SafeCheckPosition (AActor *actor, fixed_t x, fixed_t y)
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bool FCajunMaster::SafeCheckPosition (AActor *actor, fixed_t x, fixed_t y)
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{
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int savedFlags = actor->flags;
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actor->flags &= ~MF_PICKUP;
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|
@ -61,7 +61,7 @@ Everything that is changed is marked (maybe commented) with "Added by MC"
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static FRandom pr_botspawn ("BotSpawn");
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//Externs
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DCajunMaster *bglobal;
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FCajunMaster bglobal;
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cycle_t BotThinkCycles, BotSupportCycles, BotWTG;
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|
@ -88,41 +88,14 @@ enum
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static bool waitingforspawn[MAXPLAYERS];
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DCajunMaster::DCajunMaster()
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{
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firstthing = NULL;
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body1 = NULL;
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body2 = NULL;
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getspawned = NULL;
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memset(botingame, 0, sizeof(botingame));
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freeze = false;
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changefreeze = false;
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botnum = 0;
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botinfo = NULL;
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spawn_tries = 0;
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wanted_botnum = NULL;
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m_Thinking = false;
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ctf = false;
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loaded_bots = 0;
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t_join = 0;
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observer = false;
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}
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DCajunMaster::~DCajunMaster()
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FCajunMaster::~FCajunMaster()
|
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{
|
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ForgetBots();
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if (getspawned != NULL)
|
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{
|
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getspawned->Destroy();
|
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getspawned = NULL;
|
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}
|
||||
// FIXME: Make this object proper
|
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ObjectFlags |= OF_Cleanup | OF_YesReallyDelete;
|
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}
|
||||
|
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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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void DCajunMaster::Main (int buf)
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void FCajunMaster::Main (int buf)
|
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{
|
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int i;
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||||
|
||||
|
@ -153,7 +126,7 @@ void DCajunMaster::Main (int buf)
|
|||
{
|
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if (t_join == ((wanted_botnum - botnum) * SPAWN_DELAY))
|
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{
|
||||
if (!SpawnBot (getspawned->GetArg (spawn_tries)))
|
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if (!SpawnBot (getspawned[spawn_tries]))
|
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wanted_botnum--;
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spawn_tries++;
|
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}
|
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|
@ -184,7 +157,7 @@ void DCajunMaster::Main (int buf)
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m_Thinking = false;
|
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}
|
||||
|
||||
void DCajunMaster::Init ()
|
||||
void FCajunMaster::Init ()
|
||||
{
|
||||
int i;
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||||
|
||||
|
@ -230,25 +203,19 @@ void DCajunMaster::Init ()
|
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}
|
||||
|
||||
//Called on each level exit (from g_game.c).
|
||||
void DCajunMaster::End ()
|
||||
void FCajunMaster::End ()
|
||||
{
|
||||
int i;
|
||||
|
||||
//Arrange wanted botnum and their names, so they can be spawned next level.
|
||||
if (getspawned)
|
||||
getspawned->FlushArgs ();
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||||
else
|
||||
{
|
||||
getspawned = new DArgs;
|
||||
GC::WriteBarrier(this, getspawned);
|
||||
}
|
||||
getspawned.Clear();
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (playeringame[i] && players[i].isbot)
|
||||
{
|
||||
if (deathmatch)
|
||||
{
|
||||
getspawned->AppendArg (players[i].userinfo.netname);
|
||||
getspawned.Push(players[i].userinfo.netname);
|
||||
}
|
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CleanBotstuff (&players[i]);
|
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}
|
||||
|
@ -272,7 +239,7 @@ void DCajunMaster::End ()
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|||
//The color parameter overides bots
|
||||
//induvidual colors if not = NOCOLOR.
|
||||
|
||||
bool DCajunMaster::SpawnBot (const char *name, int color)
|
||||
bool FCajunMaster::SpawnBot (const char *name, int color)
|
||||
{
|
||||
int playernumber;
|
||||
|
||||
|
@ -375,7 +342,7 @@ bool DCajunMaster::SpawnBot (const char *name, int color)
|
|||
return true;
|
||||
}
|
||||
|
||||
void DCajunMaster::DoAddBot (int bnum, char *info)
|
||||
void FCajunMaster::DoAddBot (int bnum, char *info)
|
||||
{
|
||||
BYTE *infob = (BYTE *)info;
|
||||
D_ReadUserInfoStrings (bnum, &infob, false);
|
||||
|
@ -412,7 +379,7 @@ void DCajunMaster::DoAddBot (int bnum, char *info)
|
|||
waitingforspawn[bnum] = false;
|
||||
}
|
||||
|
||||
void DCajunMaster::RemoveAllBots (bool fromlist)
|
||||
void FCajunMaster::RemoveAllBots (bool fromlist)
|
||||
{
|
||||
int i, j;
|
||||
|
||||
|
@ -452,7 +419,7 @@ void DCajunMaster::RemoveAllBots (bool fromlist)
|
|||
|
||||
//Clean the bot part of the player_t
|
||||
//Used when bots are respawned or at level starts.
|
||||
void DCajunMaster::CleanBotstuff (player_t *p)
|
||||
void FCajunMaster::CleanBotstuff (player_t *p)
|
||||
{
|
||||
p->angle = ANG45;
|
||||
p->dest = NULL;
|
||||
|
@ -509,7 +476,7 @@ static void appendinfo (char *&front, const char *back)
|
|||
front = newstr;
|
||||
}
|
||||
|
||||
void DCajunMaster::ForgetBots ()
|
||||
void FCajunMaster::ForgetBots ()
|
||||
{
|
||||
botinfo_t *thebot = botinfo;
|
||||
|
||||
|
@ -526,13 +493,13 @@ void DCajunMaster::ForgetBots ()
|
|||
loaded_bots = 0;
|
||||
}
|
||||
|
||||
bool DCajunMaster::LoadBots ()
|
||||
bool FCajunMaster::LoadBots ()
|
||||
{
|
||||
FScanner sc;
|
||||
FString tmp;
|
||||
bool gotteam = false;
|
||||
|
||||
bglobal->ForgetBots ();
|
||||
bglobal.ForgetBots ();
|
||||
#ifndef unix
|
||||
tmp = progdir;
|
||||
tmp += "zcajun/" BOTFILENAME;
|
||||
|
@ -662,12 +629,12 @@ bool DCajunMaster::LoadBots ()
|
|||
appendinfo (newinfo->info, "team");
|
||||
appendinfo (newinfo->info, "255");
|
||||
}
|
||||
newinfo->next = bglobal->botinfo;
|
||||
newinfo->next = bglobal.botinfo;
|
||||
newinfo->lastteam = TEAM_None;
|
||||
bglobal->botinfo = newinfo;
|
||||
bglobal->loaded_bots++;
|
||||
bglobal.botinfo = newinfo;
|
||||
bglobal.loaded_bots++;
|
||||
}
|
||||
Printf ("%d bots read from %s\n", bglobal->loaded_bots, BOTFILENAME);
|
||||
Printf ("%d bots read from %s\n", bglobal.loaded_bots, BOTFILENAME);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -46,7 +46,7 @@ extern TArray<line_t *> spechit;
|
|||
|
||||
//Called while the bot moves after its player->dest mobj
|
||||
//which can be a weapon/enemy/item whatever.
|
||||
void DCajunMaster::Roam (AActor *actor, ticcmd_t *cmd)
|
||||
void FCajunMaster::Roam (AActor *actor, ticcmd_t *cmd)
|
||||
{
|
||||
int delta;
|
||||
|
||||
|
@ -72,7 +72,7 @@ void DCajunMaster::Roam (AActor *actor, ticcmd_t *cmd)
|
|||
}
|
||||
}
|
||||
|
||||
bool DCajunMaster::Move (AActor *actor, ticcmd_t *cmd)
|
||||
bool FCajunMaster::Move (AActor *actor, ticcmd_t *cmd)
|
||||
{
|
||||
fixed_t tryx, tryy;
|
||||
bool try_ok;
|
||||
|
@ -130,7 +130,7 @@ bool DCajunMaster::Move (AActor *actor, ticcmd_t *cmd)
|
|||
return true;
|
||||
}
|
||||
|
||||
bool DCajunMaster::TryWalk (AActor *actor, ticcmd_t *cmd)
|
||||
bool FCajunMaster::TryWalk (AActor *actor, ticcmd_t *cmd)
|
||||
{
|
||||
if (!Move (actor, cmd))
|
||||
return false;
|
||||
|
@ -139,7 +139,7 @@ bool DCajunMaster::TryWalk (AActor *actor, ticcmd_t *cmd)
|
|||
return true;
|
||||
}
|
||||
|
||||
void DCajunMaster::NewChaseDir (AActor *actor, ticcmd_t *cmd)
|
||||
void FCajunMaster::NewChaseDir (AActor *actor, ticcmd_t *cmd)
|
||||
{
|
||||
fixed_t deltax;
|
||||
fixed_t deltay;
|
||||
|
@ -275,7 +275,7 @@ void DCajunMaster::NewChaseDir (AActor *actor, ticcmd_t *cmd)
|
|||
// This is also a traverse function for
|
||||
// bots pre-rocket fire (preventing suicide)
|
||||
//
|
||||
bool DCajunMaster::CleanAhead (AActor *thing, fixed_t x, fixed_t y, ticcmd_t *cmd)
|
||||
bool FCajunMaster::CleanAhead (AActor *thing, fixed_t x, fixed_t y, ticcmd_t *cmd)
|
||||
{
|
||||
if (!SafeCheckPosition (thing, x, y))
|
||||
return false; // solid wall or thing
|
||||
|
@ -322,7 +322,7 @@ bool DCajunMaster::CleanAhead (AActor *thing, fixed_t x, fixed_t y, ticcmd_t *cm
|
|||
#define MAXTURN (15*ANGLE_1) //Max degrees turned in one tic. Lower is smother but may cause the bot not getting where it should = crash
|
||||
#define TURNSENS 3 //Higher is smoother but slower turn.
|
||||
|
||||
void DCajunMaster::TurnToAng (AActor *actor)
|
||||
void FCajunMaster::TurnToAng (AActor *actor)
|
||||
{
|
||||
int maxturn = MAXTURN;
|
||||
|
||||
|
@ -356,7 +356,7 @@ void DCajunMaster::TurnToAng (AActor *actor)
|
|||
actor->angle += distance;
|
||||
}
|
||||
|
||||
void DCajunMaster::Pitch (AActor *actor, AActor *target)
|
||||
void FCajunMaster::Pitch (AActor *actor, AActor *target)
|
||||
{
|
||||
double aim;
|
||||
double diff;
|
||||
|
@ -367,7 +367,7 @@ void DCajunMaster::Pitch (AActor *actor, AActor *target)
|
|||
}
|
||||
|
||||
//Checks if a sector is dangerous.
|
||||
bool DCajunMaster::IsDangerous (sector_t *sec)
|
||||
bool FCajunMaster::IsDangerous (sector_t *sec)
|
||||
{
|
||||
int special;
|
||||
|
||||
|
|
|
@ -23,7 +23,7 @@ static FRandom pr_botmove ("BotMove");
|
|||
|
||||
//This function is called each tic for each bot,
|
||||
//so this is what the bot does.
|
||||
void DCajunMaster::Think (AActor *actor, ticcmd_t *cmd)
|
||||
void FCajunMaster::Think (AActor *actor, ticcmd_t *cmd)
|
||||
{
|
||||
memset (cmd, 0, sizeof(*cmd));
|
||||
|
||||
|
@ -71,7 +71,7 @@ void DCajunMaster::Think (AActor *actor, ticcmd_t *cmd)
|
|||
|
||||
//how the bot moves.
|
||||
//MAIN movement function.
|
||||
void DCajunMaster::ThinkForMove (AActor *actor, ticcmd_t *cmd)
|
||||
void FCajunMaster::ThinkForMove (AActor *actor, ticcmd_t *cmd)
|
||||
{
|
||||
player_t *b;
|
||||
fixed_t dist;
|
||||
|
@ -312,7 +312,7 @@ void DCajunMaster::ThinkForMove (AActor *actor, ticcmd_t *cmd)
|
|||
//BOT_WhatToGet
|
||||
//
|
||||
//Determines if the bot will roam after an item or not.
|
||||
void DCajunMaster::WhatToGet (AActor *actor, AActor *item)
|
||||
void FCajunMaster::WhatToGet (AActor *actor, AActor *item)
|
||||
{
|
||||
player_t *b = actor->player;
|
||||
|
||||
|
@ -329,7 +329,7 @@ void DCajunMaster::WhatToGet (AActor *actor, AActor *item)
|
|||
}
|
||||
int weapgiveammo = (alwaysapplydmflags || deathmatch) && !(dmflags & DF_WEAPONS_STAY);
|
||||
|
||||
//if(pos && !bglobal->thingvis[pos->id][item->id]) continue;
|
||||
//if(pos && !bglobal.thingvis[pos->id][item->id]) continue;
|
||||
// if (item->IsKindOf (RUNTIME_CLASS(AArtifact)))
|
||||
// return; // don't know how to use artifacts
|
||||
if (item->IsKindOf (RUNTIME_CLASS(AWeapon)))
|
||||
|
@ -376,7 +376,7 @@ void DCajunMaster::WhatToGet (AActor *actor, AActor *item)
|
|||
}
|
||||
}
|
||||
|
||||
void DCajunMaster::Set_enemy (AActor *actor)
|
||||
void FCajunMaster::Set_enemy (AActor *actor)
|
||||
{
|
||||
AActor *oldenemy;
|
||||
AActor **enemy = &actor->player->enemy;
|
||||
|
|
|
@ -127,6 +127,7 @@ FBaseCVar::~FBaseCVar ()
|
|||
else
|
||||
CVars = m_Next;
|
||||
}
|
||||
C_RemoveTabCommand(Name);
|
||||
delete[] Name;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -718,7 +718,7 @@ void D_Display ()
|
|||
void D_ErrorCleanup ()
|
||||
{
|
||||
screen->Unlock ();
|
||||
bglobal->RemoveAllBots (true);
|
||||
bglobal.RemoveAllBots (true);
|
||||
D_QuitNetGame ();
|
||||
if (demorecording || demoplayback)
|
||||
G_CheckDemoStatus ();
|
||||
|
@ -772,7 +772,7 @@ void D_DoomLoop ()
|
|||
players[i].savedpitch = players[i].mo->pitch;
|
||||
}
|
||||
}
|
||||
bglobal->Main (maketic%BACKUPTICS);
|
||||
bglobal.Main (maketic%BACKUPTICS);
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (playeringame[i] && players[i].isbot && players[i].mo)
|
||||
|
@ -1526,6 +1526,7 @@ static int CheckIWAD (const char *doomwaddir, WadStuff *wads)
|
|||
|
||||
iwad.Format ("%s%s%s", doomwaddir, slash, IWADNames[i]);
|
||||
FixPathSeperator (iwad.LockBuffer());
|
||||
iwad.UnlockBuffer();
|
||||
if (FileExists (iwad))
|
||||
{
|
||||
wads[i].Type = ScanIWAD (iwad);
|
||||
|
@ -1656,7 +1657,7 @@ static int CheckIWADinEnvDir (const char *str, WadStuff *wads)
|
|||
|
||||
static EIWADType IdentifyVersion (const char *zdoom_wad)
|
||||
{
|
||||
WadStuff wads[sizeof(IWADNames)/sizeof(char *)];
|
||||
WadStuff wads[countof(IWADNames)];
|
||||
size_t foundwads[NUM_IWAD_TYPES] = { 0 };
|
||||
const char *iwadparm = Args->CheckValue ("-iwad");
|
||||
size_t numwads;
|
||||
|
@ -1746,7 +1747,7 @@ static EIWADType IdentifyVersion (const char *zdoom_wad)
|
|||
{
|
||||
wads[numwads] = wads[i];
|
||||
}
|
||||
foundwads[wads[numwads].Type] = numwads+1;
|
||||
foundwads[wads[numwads].Type] = numwads + 1;
|
||||
numwads++;
|
||||
}
|
||||
}
|
||||
|
@ -1754,11 +1755,19 @@ static EIWADType IdentifyVersion (const char *zdoom_wad)
|
|||
if (foundwads[IWAD_HexenDK] && !foundwads[IWAD_Hexen])
|
||||
{ // Cannot play Hexen DK without Hexen
|
||||
size_t kill = foundwads[IWAD_HexenDK];
|
||||
if (kill != numwads)
|
||||
for (i = kill; i < numwads; ++i)
|
||||
{
|
||||
memmove (&wads[kill-1], &wads[kill], numwads - kill);
|
||||
wads[i - 1] = wads[i];
|
||||
}
|
||||
numwads--;
|
||||
foundwads[IWAD_HexenDK] = 0;
|
||||
for (i = 0; i < NUM_IWAD_TYPES; ++i)
|
||||
{
|
||||
if (foundwads[i] > kill)
|
||||
{
|
||||
foundwads[i]--;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (numwads == 0)
|
||||
|
@ -2433,18 +2442,13 @@ void D_DoomMain (void)
|
|||
}
|
||||
|
||||
//Added by MC:
|
||||
bglobal->getspawned = Args->GatherFiles ("-bots", "", false);
|
||||
if (bglobal->getspawned->NumArgs() == 0)
|
||||
DArgs *bots = Args->GatherFiles("-bots", "", false);
|
||||
for (p = 0; p < bots->NumArgs(); ++p)
|
||||
{
|
||||
bglobal->getspawned->Destroy();
|
||||
bglobal->getspawned = NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
GC::WriteBarrier(bglobal, bglobal->getspawned);
|
||||
bglobal->spawn_tries = 0;
|
||||
bglobal->wanted_botnum = bglobal->getspawned->NumArgs();
|
||||
bglobal.getspawned.Push(bots->GetArg(p));
|
||||
}
|
||||
bglobal.spawn_tries = 0;
|
||||
bglobal.wanted_botnum = bglobal.getspawned.Size();
|
||||
|
||||
Printf ("M_Init: Init miscellaneous info.\n");
|
||||
M_Init ();
|
||||
|
|
|
@ -641,7 +641,7 @@ void PlayerIsGone (int netnode, int netconsole)
|
|||
FBehavior::StaticStartTypedScripts (SCRIPT_Disconnect, NULL, true, netconsole);
|
||||
if (netconsole == Net_Arbitrator)
|
||||
{
|
||||
bglobal->RemoveAllBots (true);
|
||||
bglobal.RemoveAllBots (true);
|
||||
Printf ("Removed all bots\n");
|
||||
|
||||
// Pick a new network arbitrator
|
||||
|
@ -966,7 +966,7 @@ void NetUpdate (void)
|
|||
if (maketic % ticdup == 0)
|
||||
{
|
||||
//Added by MC: For some of that bot stuff. The main bot function.
|
||||
bglobal->Main ((maketic / ticdup) % BACKUPTICS);
|
||||
bglobal.Main ((maketic / ticdup) % BACKUPTICS);
|
||||
}
|
||||
maketic++;
|
||||
|
||||
|
@ -2048,12 +2048,12 @@ void Net_DoCommand (int type, BYTE **stream, int player)
|
|||
case DEM_ADDBOT:
|
||||
{
|
||||
BYTE num = ReadByte (stream);
|
||||
bglobal->DoAddBot (num, s = ReadString (stream));
|
||||
bglobal.DoAddBot (num, s = ReadString (stream));
|
||||
}
|
||||
break;
|
||||
|
||||
case DEM_KILLBOTS:
|
||||
bglobal->RemoveAllBots (true);
|
||||
bglobal.RemoveAllBots (true);
|
||||
Printf ("Removed all bots\n");
|
||||
break;
|
||||
|
||||
|
|
|
@ -1135,7 +1135,7 @@ void DDecalFader::Tick ()
|
|||
}
|
||||
else
|
||||
{
|
||||
if (level.maptime < TimeToStartDecay || bglobal->freeze)
|
||||
if (level.maptime < TimeToStartDecay || bglobal.freeze)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
@ -1218,7 +1218,7 @@ void DDecalStretcher::Tick ()
|
|||
Destroy ();
|
||||
return;
|
||||
}
|
||||
if (level.maptime < TimeToStart || bglobal->freeze)
|
||||
if (level.maptime < TimeToStart || bglobal.freeze)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
@ -1287,7 +1287,7 @@ void DDecalSlider::Tick ()
|
|||
Destroy ();
|
||||
return;
|
||||
}
|
||||
if (level.maptime < TimeToStart || bglobal->freeze)
|
||||
if (level.maptime < TimeToStart || bglobal.freeze)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
@ -1353,7 +1353,7 @@ void DDecalColorer::Tick ()
|
|||
}
|
||||
else
|
||||
{
|
||||
if (level.maptime < TimeToStartDecay || bglobal->freeze)
|
||||
if (level.maptime < TimeToStartDecay || bglobal.freeze)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -492,7 +492,7 @@ size_t DObject::StaticPointerSubstitution (DObject *old, DObject *notOld)
|
|||
for (i = 0; i < numsectors; ++i)
|
||||
{
|
||||
#define SECTOR_CHECK(f,t) \
|
||||
if (sectors[i].f == static_cast<t *>(old)) { sectors[i].f = static_cast<t *>(notOld); changed++; }
|
||||
if (sectors[i].f.p == static_cast<t *>(old)) { sectors[i].f = static_cast<t *>(notOld); changed++; }
|
||||
SECTOR_CHECK( SoundTarget, AActor );
|
||||
SECTOR_CHECK( CeilingSkyBox, ASkyViewpoint );
|
||||
SECTOR_CHECK( FloorSkyBox, ASkyViewpoint );
|
||||
|
@ -503,6 +503,12 @@ size_t DObject::StaticPointerSubstitution (DObject *old, DObject *notOld)
|
|||
#undef SECTOR_CHECK
|
||||
}
|
||||
}
|
||||
|
||||
// Go through bot stuff.
|
||||
if (bglobal.firstthing.p == (AActor *)old) bglobal.firstthing = (AActor *)notOld, ++changed;
|
||||
if (bglobal.body1.p == (AActor *)old) bglobal.body1 = (AActor *)notOld, ++changed;
|
||||
if (bglobal.body2.p == (AActor *)old) bglobal.body2 = (AActor *)notOld, ++changed;
|
||||
|
||||
return changed;
|
||||
}
|
||||
|
||||
|
|
|
@ -400,6 +400,7 @@ public:
|
|||
}
|
||||
|
||||
template<class U> friend inline FArchive &operator<<(FArchive &arc, TObjPtr<U> &o);
|
||||
friend class DObject;
|
||||
};
|
||||
|
||||
template<class T> inline FArchive &operator<<(FArchive &arc, TObjPtr<T> &o)
|
||||
|
|
|
@ -289,15 +289,18 @@ static void MarkRoot()
|
|||
DThinker::MarkRoots();
|
||||
FCanvasTextureInfo::Mark();
|
||||
Mark(DACSThinker::ActiveThinker);
|
||||
// Mark dead bodies.
|
||||
for (i = 0; i < BODYQUESIZE; ++i)
|
||||
{
|
||||
Mark(bodyque[i]);
|
||||
}
|
||||
// Mark players.
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (playeringame[i])
|
||||
players[i].PropagateMark();
|
||||
}
|
||||
// Mark sectors.
|
||||
if (SectorMarker == NULL && sectors != NULL)
|
||||
{
|
||||
SectorMarker = new DSectorMarker;
|
||||
|
@ -311,10 +314,11 @@ static void MarkRoot()
|
|||
SectorMarker->SecNum = 0;
|
||||
}
|
||||
Mark(SectorMarker);
|
||||
{ // Silly bots
|
||||
Mark(bglobal);
|
||||
}
|
||||
// Add soft roots
|
||||
// Mark bot stuff.
|
||||
Mark(bglobal.firstthing);
|
||||
Mark(bglobal.body1);
|
||||
Mark(bglobal.body2);
|
||||
// Mark soft roots.
|
||||
if (SoftRoots != NULL)
|
||||
{
|
||||
DObject **probe = &SoftRoots->ObjNext;
|
||||
|
@ -328,6 +332,7 @@ static void MarkRoot()
|
|||
}
|
||||
}
|
||||
}
|
||||
// Time to propagate the marks.
|
||||
State = GCS_Propagate;
|
||||
StepCount = 0;
|
||||
}
|
||||
|
|
|
@ -1218,8 +1218,8 @@ void G_PlayerReborn (int player)
|
|||
}
|
||||
|
||||
//Added by MC: Init bot structure.
|
||||
if (bglobal->botingame[player])
|
||||
bglobal->CleanBotstuff (p);
|
||||
if (bglobal.botingame[player])
|
||||
bglobal.CleanBotstuff (p);
|
||||
else
|
||||
p->isbot = false;
|
||||
|
||||
|
@ -1764,7 +1764,7 @@ void G_DoLoadGame ()
|
|||
// Read intermission data for hubs
|
||||
G_ReadHubInfo(png);
|
||||
|
||||
bglobal->RemoveAllBots (true);
|
||||
bglobal.RemoveAllBots (true);
|
||||
|
||||
text = M_GetPNGText (png, "Important CVARs");
|
||||
if (text != NULL)
|
||||
|
|
|
@ -1693,7 +1693,7 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
|
|||
//Added by MC: Initialize bots.
|
||||
if (!deathmatch)
|
||||
{
|
||||
bglobal->Init ();
|
||||
bglobal.Init ();
|
||||
}
|
||||
|
||||
if (mapname != level.mapname)
|
||||
|
@ -1761,7 +1761,7 @@ void G_ChangeLevel(const char * levelname, int position, bool keepFacing, int ne
|
|||
gameaction = ga_completed;
|
||||
resetinventory = resetinv;
|
||||
|
||||
bglobal->End(); //Added by MC:
|
||||
bglobal.End(); //Added by MC:
|
||||
|
||||
// [RH] Give scripts a chance to do something
|
||||
unloading = true;
|
||||
|
@ -2109,7 +2109,7 @@ void G_DoLoadLevel (int position, bool autosave)
|
|||
//Added by MC: Initialize bots.
|
||||
if (deathmatch)
|
||||
{
|
||||
bglobal->Init ();
|
||||
bglobal.Init ();
|
||||
}
|
||||
|
||||
if (timingdemo)
|
||||
|
|
|
@ -1072,9 +1072,9 @@ int SBarInfo::getSignedInteger(FScanner &sc)
|
|||
}
|
||||
}
|
||||
|
||||
int SBarInfo::newImage(const char* patchname)
|
||||
int SBarInfo::newImage(const char *patchname)
|
||||
{
|
||||
if(stricmp(patchname, "nullimage") == 0)
|
||||
if(patchname[0] == '\0' || stricmp(patchname, "nullimage") == 0)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
|
|
@ -403,8 +403,8 @@ void cht_DoCheat (player_t *player, int cheat)
|
|||
break;
|
||||
|
||||
case CHT_FREEZE:
|
||||
bglobal->changefreeze ^= 1;
|
||||
if (bglobal->freeze ^ bglobal->changefreeze)
|
||||
bglobal.changefreeze ^= 1;
|
||||
if (bglobal.freeze ^ bglobal.changefreeze)
|
||||
{
|
||||
msg = "Freeze mode on";
|
||||
}
|
||||
|
|
|
@ -561,10 +561,10 @@ void AActor::Die (AActor *source, AActor *inflictor)
|
|||
player->respawn_time = level.time + TICRATE;
|
||||
|
||||
//Added by MC: Respawn bots
|
||||
if (bglobal->botnum && consoleplayer == Net_Arbitrator && !demoplayback)
|
||||
if (bglobal.botnum && consoleplayer == Net_Arbitrator && !demoplayback)
|
||||
{
|
||||
if (player->isbot)
|
||||
player->t_respawn = (pr_botrespawn()%15)+((bglobal->botnum-1)*2)+TICRATE+1;
|
||||
player->t_respawn = (pr_botrespawn()%15)+((bglobal.botnum-1)*2)+TICRATE+1;
|
||||
|
||||
//Added by MC: Discard enemies.
|
||||
for (int i = 0; i < MAXPLAYERS; i++)
|
||||
|
|
|
@ -1739,7 +1739,7 @@ bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
|
|||
if (thing->player && thing->player->isbot && thing->flags & MF_SHOOTABLE)
|
||||
{
|
||||
if (tmsector != thing->Sector
|
||||
&& bglobal->IsDangerous (tmsector))
|
||||
&& bglobal.IsDangerous (tmsector))
|
||||
{
|
||||
thing->player->prev = thing->player->dest;
|
||||
thing->player->dest = NULL;
|
||||
|
|
|
@ -2558,7 +2558,7 @@ void AActor::Tick ()
|
|||
}
|
||||
|
||||
//Added by MC: Freeze mode.
|
||||
if (bglobal->freeze && !(player && !player->isbot))
|
||||
if (bglobal.freeze && !(player && !player->isbot))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
@ -2637,11 +2637,11 @@ void AActor::Tick ()
|
|||
}
|
||||
}
|
||||
|
||||
if (bglobal->botnum && consoleplayer == Net_Arbitrator && !demoplayback &&
|
||||
if (bglobal.botnum && consoleplayer == Net_Arbitrator && !demoplayback &&
|
||||
(flags & (MF_SPECIAL|MF_MISSILE)) || (flags3 & MF3_ISMONSTER))
|
||||
{
|
||||
clock (BotSupportCycles);
|
||||
bglobal->m_Thinking = true;
|
||||
bglobal.m_Thinking = true;
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (!playeringame[i] || !players[i].isbot)
|
||||
|
@ -2661,7 +2661,7 @@ void AActor::Tick ()
|
|||
else if (flags & MF_SPECIAL)
|
||||
{ //Item pickup time
|
||||
//clock (BotWTG);
|
||||
bglobal->WhatToGet (players[i].mo, this);
|
||||
bglobal.WhatToGet (players[i].mo, this);
|
||||
//unclock (BotWTG);
|
||||
BotWTG++;
|
||||
}
|
||||
|
@ -2669,12 +2669,12 @@ void AActor::Tick ()
|
|||
{
|
||||
if (!players[i].missile && (flags3 & MF3_WARNBOT))
|
||||
{ //warn for incoming missiles.
|
||||
if (target != players[i].mo && bglobal->Check_LOS (players[i].mo, this, ANGLE_90))
|
||||
if (target != players[i].mo && bglobal.Check_LOS (players[i].mo, this, ANGLE_90))
|
||||
players[i].missile = this;
|
||||
}
|
||||
}
|
||||
}
|
||||
bglobal->m_Thinking = false;
|
||||
bglobal.m_Thinking = false;
|
||||
unclock (BotSupportCycles);
|
||||
}
|
||||
|
||||
|
@ -3158,7 +3158,7 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
|
|||
actor->z = actor->PrevZ = iz;
|
||||
actor->picnum = 0xffff;
|
||||
|
||||
FRandom &rng = bglobal->m_Thinking ? pr_botspawnmobj : pr_spawnmobj;
|
||||
FRandom &rng = bglobal.m_Thinking ? pr_botspawnmobj : pr_spawnmobj;
|
||||
|
||||
if (actor->isFast() && actor->flags3 & MF3_ISMONSTER)
|
||||
actor->reactiontime = 0;
|
||||
|
|
|
@ -230,7 +230,7 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
|
|||
|
||||
if (dst->isbot)
|
||||
{
|
||||
botinfo_t *thebot = bglobal->botinfo;
|
||||
botinfo_t *thebot = bglobal.botinfo;
|
||||
while (thebot && stricmp (name, thebot->name))
|
||||
{
|
||||
thebot = thebot->next;
|
||||
|
@ -239,8 +239,8 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
|
|||
{
|
||||
thebot->inuse = true;
|
||||
}
|
||||
bglobal->botnum++;
|
||||
bglobal->botingame[dst - players] = true;
|
||||
bglobal.botnum++;
|
||||
bglobal.botingame[dst - players] = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -496,7 +496,7 @@ sightcounts[0]++;
|
|||
// Cannot see an invisible object
|
||||
if ((flags & 1) == 0 && ((t2->renderflags & RF_INVISIBLE) || !t2->RenderStyle.IsVisible(t2->alpha)))
|
||||
{ // small chance of an attack being made anyway
|
||||
if ((bglobal->m_Thinking ? pr_botchecksight() : pr_checksight()) > 50)
|
||||
if ((bglobal.m_Thinking ? pr_botchecksight() : pr_checksight()) > 50)
|
||||
{
|
||||
res = false;
|
||||
goto done;
|
||||
|
|
|
@ -78,10 +78,10 @@ void P_Ticker (void)
|
|||
// [RH] Frozen mode is only changed every 4 tics, to make it work with A_Tracer().
|
||||
if ((level.time & 3) == 0)
|
||||
{
|
||||
if (bglobal->changefreeze)
|
||||
if (bglobal.changefreeze)
|
||||
{
|
||||
bglobal->freeze ^= 1;
|
||||
bglobal->changefreeze = 0;
|
||||
bglobal.freeze ^= 1;
|
||||
bglobal.changefreeze = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -102,7 +102,7 @@ void P_Ticker (void)
|
|||
// Since things will be moving, it's okay to interpolate them in the renderer.
|
||||
r_NoInterpolate = false;
|
||||
|
||||
if (!bglobal->freeze && !(level.flags & LEVEL_FROZEN))
|
||||
if (!bglobal.freeze && !(level.flags & LEVEL_FROZEN))
|
||||
{
|
||||
P_ThinkParticles (); // [RH] make the particles think
|
||||
}
|
||||
|
@ -110,14 +110,14 @@ void P_Ticker (void)
|
|||
|
||||
for (i = 0; i<MAXPLAYERS; i++)
|
||||
if (playeringame[i] &&
|
||||
/*Added by MC: Freeze mode.*/!(bglobal->freeze && players[i].isbot))
|
||||
/*Added by MC: Freeze mode.*/!(bglobal.freeze && players[i].isbot))
|
||||
P_PlayerThink (&players[i]);
|
||||
|
||||
level.Tick (); // [RH] let the level tick
|
||||
DThinker::RunThinkers ();
|
||||
|
||||
//if added by MC: Freeze mode.
|
||||
if (!bglobal->freeze && !(level.flags & LEVEL_FROZEN))
|
||||
if (!bglobal.freeze && !(level.flags & LEVEL_FROZEN))
|
||||
{
|
||||
P_UpdateSpecials ();
|
||||
P_RunEffects (); // [RH] Run particle effects
|
||||
|
|
|
@ -132,7 +132,6 @@ void STACK_ARGS call_terms ()
|
|||
static void FinalGC()
|
||||
{
|
||||
Args = NULL;
|
||||
bglobal = NULL;
|
||||
GC::FullGC();
|
||||
}
|
||||
|
||||
|
|
|
@ -80,8 +80,23 @@
|
|||
#if SVN_REVISION_NUMBER < MINSAVEVER
|
||||
// Never write a savegame with a version lower than what we need
|
||||
#define SAVEVER MINSAVEVER
|
||||
#define MAKESAVESIG(x) "ZDOOMSAVE" #x
|
||||
#define SAVESIG MAKESAVESIG(SAVEVER)
|
||||
#define SAVESIG MakeSaveSig()
|
||||
static inline const char *MakeSaveSig()
|
||||
{
|
||||
static char foo[] = { 'Z','D','O','O','M','S','A','V','E',
|
||||
#if SAVEVER > 9999
|
||||
'0' + (SAVEVER / 10000),
|
||||
#endif
|
||||
#if SAVEVER > 999
|
||||
'0' + ((SAVEVER / 1000) % 10),
|
||||
#endif
|
||||
'0' + ((SAVEVER / 100) % 10),
|
||||
'0' + ((SAVEVER / 10) % 10),
|
||||
'0' + (SAVEVER % 10),
|
||||
'\0'
|
||||
};
|
||||
return foo;
|
||||
}
|
||||
#else
|
||||
#define SAVEVER SVN_REVISION_NUMBER
|
||||
#define SAVESIG "ZDOOMSAVE"SVN_REVISION_STRING
|
||||
|
|
|
@ -1039,7 +1039,7 @@ void WI_End ()
|
|||
//Added by mc
|
||||
if (deathmatch)
|
||||
{
|
||||
bglobal->RemoveAllBots (consoleplayer != Net_Arbitrator);
|
||||
bglobal.RemoveAllBots (consoleplayer != Net_Arbitrator);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -397,6 +397,7 @@ void D3DFB::FillPresentParameters (D3DPRESENT_PARAMETERS *pp, bool fullscreen, b
|
|||
pp->BackBufferWidth = Width << PixelDoubling;
|
||||
pp->BackBufferHeight = TrueHeight << PixelDoubling;
|
||||
pp->BackBufferFormat = fullscreen ? D3DFMT_A8R8G8B8 : D3DFMT_UNKNOWN;
|
||||
pp->BackBufferCount = 1;
|
||||
pp->hDeviceWindow = Window;
|
||||
pp->PresentationInterval = vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
|
||||
if (fullscreen)
|
||||
|
|
|
@ -249,7 +249,6 @@ static void UnWTS (void)
|
|||
static void FinalGC()
|
||||
{
|
||||
Args = NULL;
|
||||
bglobal = NULL;
|
||||
GC::FullGC();
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue