Merge branch 'master' of https://github.com/rheit/zdoom into z_osx_clean

This commit is contained in:
alexey.lysiuk 2014-10-25 16:57:58 +03:00
commit d1c4215fb5
65 changed files with 903 additions and 596 deletions

View file

@ -341,6 +341,9 @@ enum
MF7_ALWAYSTELEFRAG = 0x00000004, // will unconditionally be telefragged when in the way. Overrides all other settings. MF7_ALWAYSTELEFRAG = 0x00000004, // will unconditionally be telefragged when in the way. Overrides all other settings.
MF7_HANDLENODELAY = 0x00000008, // respect NoDelay state flag MF7_HANDLENODELAY = 0x00000008, // respect NoDelay state flag
MF7_WEAPONSPAWN = 0x00000010, // subject to DF_NO_COOP_WEAPON_SPAWN dmflag MF7_WEAPONSPAWN = 0x00000010, // subject to DF_NO_COOP_WEAPON_SPAWN dmflag
MF7_HARMFRIENDS = 0x00000020, // is allowed to harm friendly monsters.
MF7_BUDDHA = 0x00000040, // Behaves just like the buddha cheat.
MF7_FOILBUDDHA = 0x00000080, // Similar to FOILINVUL, foils buddha mode.
// --- mobj.renderflags --- // --- mobj.renderflags ---
@ -713,6 +716,9 @@ public:
// Transforms the actor into a finely-ground paste // Transforms the actor into a finely-ground paste
virtual bool Grind(bool items); virtual bool Grind(bool items);
// Get this actor's team
int GetTeam();
// Is the other actor on my team? // Is the other actor on my team?
bool IsTeammate (AActor *other); bool IsTeammate (AActor *other);

View file

@ -908,8 +908,8 @@ void AM_StaticInit()
if (gameinfo.mMapArrow.IsNotEmpty()) AM_ParseArrow(MapArrow, gameinfo.mMapArrow); if (gameinfo.mMapArrow.IsNotEmpty()) AM_ParseArrow(MapArrow, gameinfo.mMapArrow);
if (gameinfo.mCheatMapArrow.IsNotEmpty()) AM_ParseArrow(CheatMapArrow, gameinfo.mCheatMapArrow); if (gameinfo.mCheatMapArrow.IsNotEmpty()) AM_ParseArrow(CheatMapArrow, gameinfo.mCheatMapArrow);
AM_ParseArrow(CheatKey, "maparrows/key.txt"); AM_ParseArrow(CheatKey, gameinfo.mCheatKey);
AM_ParseArrow(EasyKey, "maparrows/ravenkey.txt"); AM_ParseArrow(EasyKey, gameinfo.mEasyKey);
if (MapArrow.Size() == 0) I_FatalError("No automap arrow defined"); if (MapArrow.Size() == 0) I_FatalError("No automap arrow defined");
char namebuf[9]; char namebuf[9];

View file

@ -1,7 +1,7 @@
// Cajun bot console commands. // Cajun bot
// //
// [RH] Moved out of d_netcmd.c (in Cajun source), because they don't really // [RH] Moved console commands out of d_netcmd.c (in Cajun source), because
// belong there. // they don't really belong there.
#include "c_cvars.h" #include "c_cvars.h"
#include "c_dispatch.h" #include "c_dispatch.h"
@ -14,6 +14,76 @@
#include "d_net.h" #include "d_net.h"
#include "farchive.h" #include "farchive.h"
IMPLEMENT_POINTY_CLASS(DBot)
DECLARE_POINTER(dest)
DECLARE_POINTER(prev)
DECLARE_POINTER(enemy)
DECLARE_POINTER(missile)
DECLARE_POINTER(mate)
DECLARE_POINTER(last_mate)
END_POINTERS
DBot::DBot ()
{
Clear ();
}
void DBot::Clear ()
{
savedyaw = 0;
savedpitch = 0;
angle = 0;
dest = NULL;
prev = NULL;
enemy = NULL;
missile = NULL;
mate = NULL;
last_mate = NULL;
memset(&skill, 0, sizeof(skill));
t_active = 0;
t_respawn = 0;
t_strafe = 0;
t_react = 0;
t_fight = 0;
t_roam = 0;
t_rocket = 0;
first_shot = true;
sleft = false;
allround = false;
increase = false;
oldx = 0;
oldy = 0;
}
void DBot::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << savedyaw
<< savedpitch
<< angle
<< dest
<< prev
<< enemy
<< missile
<< mate
<< last_mate
<< skill
<< t_active
<< t_respawn
<< t_strafe
<< t_react
<< t_fight
<< t_roam
<< t_rocket
<< first_shot
<< sleft
<< allround
<< increase
<< oldx
<< oldy;
}
CVAR (Int, bot_next_color, 11, 0) CVAR (Int, bot_next_color, 11, 0)
CVAR (Bool, bot_observer, false, 0) CVAR (Bool, bot_observer, false, 0)
@ -58,6 +128,11 @@ void FCajunMaster::ClearPlayer (int i, bool keepTeam)
bot->inuse = false; bot->inuse = false;
bot->lastteam = keepTeam ? players[i].userinfo.GetTeam() : TEAM_NONE; bot->lastteam = keepTeam ? players[i].userinfo.GetTeam() : TEAM_NONE;
} }
if (players[i].Bot != NULL)
{
players[i].Bot->Destroy ();
players[i].Bot = NULL;
}
players[i].~player_t(); players[i].~player_t();
::new(&players[i]) player_t; ::new(&players[i]) player_t;
players[i].userinfo.Reset(); players[i].userinfo.Reset();
@ -66,6 +141,12 @@ void FCajunMaster::ClearPlayer (int i, bool keepTeam)
CCMD (removebots) CCMD (removebots)
{ {
if (!players[consoleplayer].settings_controller)
{
Printf ("Only setting controllers can remove bots\n");
return;
}
Net_WriteByte (DEM_KILLBOTS); Net_WriteByte (DEM_KILLBOTS);
} }

View file

@ -85,12 +85,12 @@ public:
void Main (int buf); void Main (int buf);
void Init (); void Init ();
void End(); void End();
void CleanBotstuff (player_t *p);
bool SpawnBot (const char *name, int color = NOCOLOR); bool SpawnBot (const char *name, int color = NOCOLOR);
bool LoadBots (); bool LoadBots ();
void ForgetBots (); void ForgetBots ();
void DoAddBot (int bnum, char *info); void DoAddBot (BYTE **stream);
void RemoveAllBots (bool fromlist); void RemoveAllBots (bool fromlist);
void DestroyAllBots ();
//(B_Func.c) //(B_Func.c)
bool Check_LOS (AActor *mobj1, AActor *mobj2, angle_t vangle); bool Check_LOS (AActor *mobj1, AActor *mobj2, angle_t vangle);
@ -109,7 +109,6 @@ public:
bool IsDangerous (sector_t *sec); bool IsDangerous (sector_t *sec);
TArray<FString> getspawned; //Array of bots (their names) which should be spawned when starting a game. TArray<FString> getspawned; //Array of bots (their names) which should be spawned when starting a game.
bool botingame[MAXPLAYERS];
BYTE freeze:1; //Game in freeze mode. BYTE freeze:1; //Game in freeze mode.
BYTE changefreeze:1; //Game wants to change freeze mode. BYTE changefreeze:1; //Game wants to change freeze mode.
int botnum; int botnum;
@ -126,6 +125,7 @@ private:
//(B_Func.c) //(B_Func.c)
bool Reachable (AActor *actor, AActor *target); bool Reachable (AActor *actor, AActor *target);
void Dofire (AActor *actor, ticcmd_t *cmd); void Dofire (AActor *actor, ticcmd_t *cmd);
bool IsLeader (player_t *player);
AActor *Choose_Mate (AActor *bot); AActor *Choose_Mate (AActor *bot);
AActor *Find_enemy (AActor *bot); AActor *Find_enemy (AActor *bot);
void SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum); void SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum);
@ -145,6 +145,56 @@ protected:
bool observer; //Consoleplayer is observer. bool observer; //Consoleplayer is observer.
}; };
class DBot : public DObject
{
DECLARE_CLASS(DBot,DObject)
HAS_OBJECT_POINTERS
public:
DBot ();
void Clear ();
void Serialize (FArchive &arc);
angle_t savedyaw;
int savedpitch;
angle_t angle; // The wanted angle that the bot try to get every tic.
// (used to get a smooth view movement)
TObjPtr<AActor> dest; // Move Destination.
TObjPtr<AActor> prev; // Previous move destination.
TObjPtr<AActor> enemy; // The dead meat.
TObjPtr<AActor> missile; // A threatening missile that needs to be avoided.
TObjPtr<AActor> mate; // Friend (used for grouping in teamplay or coop).
TObjPtr<AActor> last_mate; // If bots mate disappeared (not if died) that mate is
// pointed to by this. Allows bot to roam to it if
// necessary.
//Skills
struct botskill_t skill;
//Tickers
int t_active; // Open door, lower lift stuff, door must open and
// lift must go down before bot does anything
// radical like try a stuckmove
int t_respawn;
int t_strafe;
int t_react;
int t_fight;
int t_roam;
int t_rocket;
//Misc booleans
bool first_shot; // Used for reaction skill.
bool sleft; // If false, strafe is right.
bool allround;
bool increase;
fixed_t oldx;
fixed_t oldy;
};
//Externs //Externs
extern FCajunMaster bglobal; extern FCajunMaster bglobal;

View file

@ -140,8 +140,7 @@ void FCajunMaster::Dofire (AActor *actor, ticcmd_t *cmd)
fixed_t dist; fixed_t dist;
angle_t an; angle_t an;
int m; int m;
static bool inc[MAXPLAYERS]; AActor *enemy = actor->player->Bot->enemy;
AActor *enemy = actor->player->enemy;
if (!enemy || !(enemy->flags & MF_SHOOTABLE) || enemy->health <= 0) if (!enemy || !(enemy->flags & MF_SHOOTABLE) || enemy->health <= 0)
return; return;
@ -149,20 +148,20 @@ void FCajunMaster::Dofire (AActor *actor, ticcmd_t *cmd)
if (actor->player->ReadyWeapon == NULL) if (actor->player->ReadyWeapon == NULL)
return; return;
if (actor->player->damagecount > actor->player->skill.isp) if (actor->player->damagecount > actor->player->Bot->skill.isp)
{ {
actor->player->first_shot = true; actor->player->Bot->first_shot = true;
return; return;
} }
//Reaction skill thing. //Reaction skill thing.
if (actor->player->first_shot && if (actor->player->Bot->first_shot &&
!(actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_REACTION_SKILL_THING)) !(actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_REACTION_SKILL_THING))
{ {
actor->player->t_react = (100-actor->player->skill.reaction+1)/((pr_botdofire()%3)+3); actor->player->Bot->t_react = (100-actor->player->Bot->skill.reaction+1)/((pr_botdofire()%3)+3);
} }
actor->player->first_shot = false; actor->player->Bot->first_shot = false;
if (actor->player->t_react) if (actor->player->Bot->t_react)
return; return;
//MAKEME: Decrease the rocket suicides even more. //MAKEME: Decrease the rocket suicides even more.
@ -199,8 +198,8 @@ void FCajunMaster::Dofire (AActor *actor, ticcmd_t *cmd)
else if (actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_BFG) else if (actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_BFG)
{ {
//MAKEME: This should be smarter. //MAKEME: This should be smarter.
if ((pr_botdofire()%200)<=actor->player->skill.reaction) if ((pr_botdofire()%200)<=actor->player->Bot->skill.reaction)
if(Check_LOS(actor, actor->player->enemy, SHOOTFOV)) if(Check_LOS(actor, actor->player->Bot->enemy, SHOOTFOV))
no_fire = false; no_fire = false;
} }
else if (actor->player->ReadyWeapon->ProjectileType != NULL) else if (actor->player->ReadyWeapon->ProjectileType != NULL)
@ -211,11 +210,11 @@ void FCajunMaster::Dofire (AActor *actor, ticcmd_t *cmd)
an = FireRox (actor, enemy, cmd); an = FireRox (actor, enemy, cmd);
if(an) if(an)
{ {
actor->player->angle = an; actor->player->Bot->angle = an;
//have to be somewhat precise. to avoid suicide. //have to be somewhat precise. to avoid suicide.
if (abs (actor->player->angle - actor->angle) < 12*ANGLE_1) if (abs (actor->player->Bot->angle - actor->angle) < 12*ANGLE_1)
{ {
actor->player->t_rocket = 9; actor->player->Bot->t_rocket = 9;
no_fire = false; no_fire = false;
} }
} }
@ -225,14 +224,14 @@ shootmissile:
dist = P_AproxDistance (actor->x - enemy->x, actor->y - enemy->y); dist = P_AproxDistance (actor->x - enemy->x, actor->y - enemy->y);
m = dist / GetDefaultByType (actor->player->ReadyWeapon->ProjectileType)->Speed; m = dist / GetDefaultByType (actor->player->ReadyWeapon->ProjectileType)->Speed;
SetBodyAt (enemy->x + enemy->velx*m*2, enemy->y + enemy->vely*m*2, enemy->z, 1); SetBodyAt (enemy->x + enemy->velx*m*2, enemy->y + enemy->vely*m*2, enemy->z, 1);
actor->player->angle = R_PointToAngle2 (actor->x, actor->y, body1->x, body1->y); actor->player->Bot->angle = R_PointToAngle2 (actor->x, actor->y, body1->x, body1->y);
if (Check_LOS (actor, enemy, SHOOTFOV)) if (Check_LOS (actor, enemy, SHOOTFOV))
no_fire = false; no_fire = false;
} }
else else
{ {
//Other weapons, mostly instant hit stuff. //Other weapons, mostly instant hit stuff.
actor->player->angle = R_PointToAngle2 (actor->x, actor->y, enemy->x, enemy->y); actor->player->Bot->angle = R_PointToAngle2 (actor->x, actor->y, enemy->x, enemy->y);
aiming_penalty = 0; aiming_penalty = 0;
if (enemy->flags & MF_SHADOW) if (enemy->flags & MF_SHADOW)
aiming_penalty += (pr_botdofire()%25)+10; aiming_penalty += (pr_botdofire()%25)+10;
@ -240,7 +239,7 @@ shootmissile:
aiming_penalty += pr_botdofire()%40;//Dark aiming_penalty += pr_botdofire()%40;//Dark
if (actor->player->damagecount) if (actor->player->damagecount)
aiming_penalty += actor->player->damagecount; //Blood in face makes it hard to aim aiming_penalty += actor->player->damagecount; //Blood in face makes it hard to aim
aiming_value = actor->player->skill.aiming - aiming_penalty; aiming_value = actor->player->Bot->skill.aiming - aiming_penalty;
if (aiming_value <= 0) if (aiming_value <= 0)
aiming_value = 1; aiming_value = 1;
m = ((SHOOTFOV/2)-(aiming_value*SHOOTFOV/200)); //Higher skill is more accurate m = ((SHOOTFOV/2)-(aiming_value*SHOOTFOV/200)); //Higher skill is more accurate
@ -249,15 +248,15 @@ shootmissile:
if (m) if (m)
{ {
if (inc[actor->player - players]) if (actor->player->Bot->increase)
actor->player->angle += m; actor->player->Bot->angle += m;
else else
actor->player->angle -= m; actor->player->Bot->angle -= m;
} }
if (abs (actor->player->angle - actor->angle) < 4*ANGLE_1) if (abs (actor->player->Bot->angle - actor->angle) < 4*ANGLE_1)
{ {
inc[actor->player - players] = !inc[actor->player - players]; actor->player->Bot->increase = !actor->player->Bot->increase;
} }
if (Check_LOS (actor, enemy, (SHOOTFOV/2))) if (Check_LOS (actor, enemy, (SHOOTFOV/2)))
@ -271,6 +270,19 @@ shootmissile:
//actor->angle = R_PointToAngle2(actor->x, actor->y, actor->player->enemy->x, actor->player->enemy->y); //actor->angle = R_PointToAngle2(actor->x, actor->y, actor->player->enemy->x, actor->player->enemy->y);
} }
bool FCajunMaster::IsLeader (player_t *player)
{
for (int count = 0; count < MAXPLAYERS; count++)
{
if (players[count].Bot != NULL
&& players[count].Bot->mate == player->mo)
{
return true;
}
}
return false;
}
//This function is called every //This function is called every
//tick (for each bot) to set //tick (for each bot) to set
@ -278,43 +290,25 @@ shootmissile:
AActor *FCajunMaster::Choose_Mate (AActor *bot) AActor *FCajunMaster::Choose_Mate (AActor *bot)
{ {
int count; int count;
int count2;
fixed_t closest_dist, test; fixed_t closest_dist, test;
AActor *target; AActor *target;
AActor *observer; AActor *observer;
bool p_leader[MAXPLAYERS];
//is mate alive? //is mate alive?
if (bot->player->mate) if (bot->player->Bot->mate)
{ {
if (bot->player->mate->health <= 0) if (bot->player->Bot->mate->health <= 0)
bot->player->mate = NULL; bot->player->Bot->mate = NULL;
else else
bot->player->last_mate = bot->player->mate; bot->player->Bot->last_mate = bot->player->Bot->mate;
} }
if (bot->player->mate) //Still is.. if (bot->player->Bot->mate) //Still is..
return bot->player->mate; return bot->player->Bot->mate;
//Check old_mates status. //Check old_mates status.
if (bot->player->last_mate) if (bot->player->Bot->last_mate)
if (bot->player->last_mate->health <= 0) if (bot->player->Bot->last_mate->health <= 0)
bot->player->last_mate = NULL; bot->player->Bot->last_mate = NULL;
for (count = 0; count < MAXPLAYERS; count++)
{
if (!playeringame[count])
continue;
p_leader[count] = false;
for (count2 = 0; count2 < MAXPLAYERS; count2++)
{
if (players[count].isbot
&& players[count2].mate == players[count].mo)
{
p_leader[count] = true;
break;
}
}
}
target = NULL; target = NULL;
closest_dist = FIXED_MAX; closest_dist = FIXED_MAX;
@ -335,9 +329,8 @@ AActor *FCajunMaster::Choose_Mate (AActor *bot)
&& client->mo->health > 0 && client->mo->health > 0
&& client->mo != observer && client->mo != observer
&& ((bot->health/2) <= client->mo->health || !deathmatch) && ((bot->health/2) <= client->mo->health || !deathmatch)
&& !p_leader[count]) //taken? && !IsLeader(client)) //taken?
{ {
if (P_CheckSight (bot, client->mo, SF_IGNOREVISIBILITY)) if (P_CheckSight (bot, client->mo, SF_IGNOREVISIBILITY))
{ {
test = P_AproxDistance (client->mo->x - bot->x, test = P_AproxDistance (client->mo->x - bot->x,
@ -386,11 +379,11 @@ AActor *FCajunMaster::Find_enemy (AActor *bot)
} }
//Note: It's hard to ambush a bot who is not alone //Note: It's hard to ambush a bot who is not alone
if (bot->player->allround || bot->player->mate) if (bot->player->Bot->allround || bot->player->Bot->mate)
vangle = ANGLE_MAX; vangle = ANGLE_MAX;
else else
vangle = ENEMY_SCAN_FOV; vangle = ENEMY_SCAN_FOV;
bot->player->allround = false; bot->player->Bot->allround = false;
target = NULL; target = NULL;
closest_dist = FIXED_MAX; closest_dist = FIXED_MAX;

View file

@ -118,7 +118,7 @@ void FCajunMaster::Main (int buf)
BotThinkCycles.Clock(); BotThinkCycles.Clock();
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
{ {
if (playeringame[i] && players[i].mo && !freeze && players[i].isbot) if (playeringame[i] && players[i].mo && !freeze && players[i].Bot != NULL)
Think (players[i].mo, &netcmds[i][buf]); Think (players[i].mo, &netcmds[i][buf]);
} }
BotThinkCycles.Unclock(); BotThinkCycles.Unclock();
@ -172,16 +172,9 @@ void FCajunMaster::Init ()
body1 = NULL; body1 = NULL;
body2 = NULL; body2 = NULL;
//Remove all bots upon each level start, they'll get spawned instead.
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
{ {
waitingforspawn[i] = false; waitingforspawn[i] = false;
if (playeringame[i] && players[i].isbot)
{
CleanBotstuff (&players[i]);
players[i].isbot = false;
botingame[i] = false;
}
} }
if (ctf && teamplay == false) if (ctf && teamplay == false)
@ -214,13 +207,12 @@ void FCajunMaster::End ()
getspawned.Clear(); getspawned.Clear();
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
{ {
if (playeringame[i] && players[i].isbot) if (playeringame[i] && players[i].Bot != NULL)
{ {
if (deathmatch) if (deathmatch)
{ {
getspawned.Push(players[i].userinfo.GetName()); getspawned.Push(players[i].userinfo.GetName());
} }
CleanBotstuff (&players[i]);
} }
} }
if (deathmatch) if (deathmatch)
@ -335,8 +327,10 @@ bool FCajunMaster::SpawnBot (const char *name, int color)
} }
Net_WriteString (concat); Net_WriteString (concat);
} }
Net_WriteByte(thebot->skill.aiming);
players[playernumber].skill = thebot->skill; Net_WriteByte(thebot->skill.perfection);
Net_WriteByte(thebot->skill.reaction);
Net_WriteByte(thebot->skill.isp);
thebot->inuse = true; thebot->inuse = true;
@ -346,10 +340,21 @@ bool FCajunMaster::SpawnBot (const char *name, int color)
return true; return true;
} }
void FCajunMaster::DoAddBot (int bnum, char *info) void FCajunMaster::DoAddBot (BYTE **stream)
{ {
int bnum = ReadByte (stream);
char *info = ReadString (stream);
BYTE *infob = (BYTE *)info; BYTE *infob = (BYTE *)info;
botskill_t skill;
skill.aiming = ReadByte (stream);
skill.perfection = ReadByte (stream);
skill.reaction = ReadByte (stream);
skill.isp = ReadByte (stream);
D_ReadUserInfoStrings (bnum, &infob, false); D_ReadUserInfoStrings (bnum, &infob, false);
delete[] info;
if (!deathmatch && playerstarts[bnum].type == 0) if (!deathmatch && playerstarts[bnum].type == 0)
{ {
Printf ("%s tried to join, but there was no player %d start\n", Printf ("%s tried to join, but there was no player %d start\n",
@ -363,11 +368,12 @@ void FCajunMaster::DoAddBot (int bnum, char *info)
else else
{ {
multiplayer = true; //Prevents cheating and so on; emulates real netgame (almost). multiplayer = true; //Prevents cheating and so on; emulates real netgame (almost).
players[bnum].isbot = true; players[bnum].Bot = new DBot;
GC::WriteBarrier (players[bnum].Bot);
players[bnum].Bot->skill = skill;
playeringame[bnum] = true; playeringame[bnum] = true;
players[bnum].mo = NULL; players[bnum].mo = NULL;
players[bnum].playerstate = PST_ENTER; players[bnum].playerstate = PST_ENTER;
botingame[bnum] = true;
if (teamplay) if (teamplay)
Printf ("%s joined the %s team\n", players[bnum].userinfo.GetName(), Teams[players[bnum].userinfo.GetTeam()].GetName()); Printf ("%s joined the %s team\n", players[bnum].userinfo.GetName(), Teams[players[bnum].userinfo.GetTeam()].GetName());
@ -389,13 +395,13 @@ void FCajunMaster::RemoveAllBots (bool fromlist)
for (i = 0; i < MAXPLAYERS; ++i) for (i = 0; i < MAXPLAYERS; ++i)
{ {
if (playeringame[i] && botingame[i]) if (playeringame[i] && players[i].Bot != NULL)
{ {
// If a player is looking through this bot's eyes, make him // If a player is looking through this bot's eyes, make him
// look through his own eyes instead. // look through his own eyes instead.
for (j = 0; j < MAXPLAYERS; ++j) for (j = 0; j < MAXPLAYERS; ++j)
{ {
if (i != j && playeringame[j] && !botingame[j]) if (i != j && playeringame[j] && players[j].Bot == NULL)
{ {
if (players[j].camera == players[i].mo) if (players[j].camera == players[i].mo)
{ {
@ -421,26 +427,16 @@ void FCajunMaster::RemoveAllBots (bool fromlist)
botnum = 0; botnum = 0;
} }
//Clean the bot part of the player_t void FCajunMaster::DestroyAllBots ()
//Used when bots are respawned or at level starts.
void FCajunMaster::CleanBotstuff (player_t *p)
{ {
p->angle = ANG45; for (int i = 0; i < MAXPLAYERS; ++i)
p->dest = NULL; {
p->enemy = NULL; //The dead meat. if (players[i].Bot != NULL)
p->missile = NULL; //A threatening missile that needs to be avoided. {
p->mate = NULL; //Friend (used for grouping in templay or coop. players[i].Bot->Destroy ();
p->last_mate = NULL; //If bot's mate dissapeared (not if died) that mate is pointed to by this. Allows bot to roam to it if necessary. players[i].Bot = NULL;
//Tickers }
p->t_active = 0; //Open door, lower lift stuff, door must open and lift must go down before bot does anything radical like try a stuckmove }
p->t_respawn = 0;
p->t_strafe = 0;
p->t_react = 0;
//Misc bools
p->isbot = true; //Important.
p->first_shot = true; //Used for reaction skill.
p->sleft = false; //If false, strafe is right.
p->allround = false;
} }

View file

@ -33,19 +33,19 @@ void FCajunMaster::Roam (AActor *actor, ticcmd_t *cmd)
{ {
int delta; int delta;
if (Reachable(actor, actor->player->dest)) if (Reachable(actor, actor->player->Bot->dest))
{ // Straight towards it. { // Straight towards it.
actor->player->angle = R_PointToAngle2(actor->x, actor->y, actor->player->dest->x, actor->player->dest->y); actor->player->Bot->angle = R_PointToAngle2(actor->x, actor->y, actor->player->Bot->dest->x, actor->player->Bot->dest->y);
} }
else if (actor->movedir < 8) // turn towards movement direction if not there yet else if (actor->movedir < 8) // turn towards movement direction if not there yet
{ {
actor->player->angle &= (angle_t)(7<<29); actor->player->Bot->angle &= (angle_t)(7<<29);
delta = actor->player->angle - (actor->movedir << 29); delta = actor->player->Bot->angle - (actor->movedir << 29);
if (delta > 0) if (delta > 0)
actor->player->angle -= ANG45; actor->player->Bot->angle -= ANG45;
else if (delta < 0) else if (delta < 0)
actor->player->angle += ANG45; actor->player->Bot->angle += ANG45;
} }
// chase towards destination. // chase towards destination.
@ -134,7 +134,7 @@ void FCajunMaster::NewChaseDir (AActor *actor, ticcmd_t *cmd)
dirtype_t turnaround; dirtype_t turnaround;
if (!actor->player->dest) if (!actor->player->Bot->dest)
{ {
#ifndef BOT_RELEASE_COMPILE #ifndef BOT_RELEASE_COMPILE
Printf ("Bot tried move without destination\n"); Printf ("Bot tried move without destination\n");
@ -145,8 +145,8 @@ void FCajunMaster::NewChaseDir (AActor *actor, ticcmd_t *cmd)
olddir = (dirtype_t)actor->movedir; olddir = (dirtype_t)actor->movedir;
turnaround = opposite[olddir]; turnaround = opposite[olddir];
deltax = actor->player->dest->x - actor->x; deltax = actor->player->Bot->dest->x - actor->x;
deltay = actor->player->dest->y - actor->y; deltay = actor->player->Bot->dest->y - actor->y;
if (deltax > 10*FRACUNIT) if (deltax > 10*FRACUNIT)
d[1] = DI_EAST; d[1] = DI_EAST;
@ -315,23 +315,23 @@ void FCajunMaster::TurnToAng (AActor *actor)
{ {
if (actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_EXPLOSIVE) if (actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_EXPLOSIVE)
{ {
if (actor->player->t_roam && !actor->player->missile) if (actor->player->Bot->t_roam && !actor->player->Bot->missile)
{ //Keep angle that where when shot where decided. { //Keep angle that where when shot where decided.
return; return;
} }
} }
if(actor->player->enemy) if(actor->player->Bot->enemy)
if(!actor->player->dest) //happens when running after item in combat situations, or normal, prevents weak turns if(!actor->player->Bot->dest) //happens when running after item in combat situations, or normal, prevents weak turns
if(actor->player->ReadyWeapon->ProjectileType == NULL && !(actor->player->ReadyWeapon->WeaponFlags & WIF_MELEEWEAPON)) if(actor->player->ReadyWeapon->ProjectileType == NULL && !(actor->player->ReadyWeapon->WeaponFlags & WIF_MELEEWEAPON))
if(Check_LOS(actor, actor->player->enemy, SHOOTFOV+5*ANGLE_1)) if(Check_LOS(actor, actor->player->Bot->enemy, SHOOTFOV+5*ANGLE_1))
maxturn = 3; maxturn = 3;
} }
int distance = actor->player->angle - actor->angle; int distance = actor->player->Bot->angle - actor->angle;
if (abs (distance) < OKAYRANGE && !actor->player->enemy) if (abs (distance) < OKAYRANGE && !actor->player->Bot->enemy)
return; return;
distance /= TURNSENS; distance /= TURNSENS;

View file

@ -28,13 +28,13 @@ void FCajunMaster::Think (AActor *actor, ticcmd_t *cmd)
{ {
memset (cmd, 0, sizeof(*cmd)); memset (cmd, 0, sizeof(*cmd));
if (actor->player->enemy && actor->player->enemy->health <= 0) if (actor->player->Bot->enemy && actor->player->Bot->enemy->health <= 0)
actor->player->enemy = NULL; actor->player->Bot->enemy = NULL;
if (actor->health > 0) //Still alive if (actor->health > 0) //Still alive
{ {
if (teamplay || !deathmatch) if (teamplay || !deathmatch)
actor->player->mate = Choose_Mate (actor); actor->player->Bot->mate = Choose_Mate (actor);
angle_t oldyaw = actor->angle; angle_t oldyaw = actor->angle;
int oldpitch = actor->pitch; int oldpitch = actor->pitch;
@ -52,17 +52,17 @@ void FCajunMaster::Think (AActor *actor, ticcmd_t *cmd)
actor->pitch = oldpitch - (cmd->ucmd.pitch << 16) * ticdup; actor->pitch = oldpitch - (cmd->ucmd.pitch << 16) * ticdup;
} }
if (actor->player->t_active) actor->player->t_active--; if (actor->player->Bot->t_active) actor->player->Bot->t_active--;
if (actor->player->t_strafe) actor->player->t_strafe--; if (actor->player->Bot->t_strafe) actor->player->Bot->t_strafe--;
if (actor->player->t_react) actor->player->t_react--; if (actor->player->Bot->t_react) actor->player->Bot->t_react--;
if (actor->player->t_fight) actor->player->t_fight--; if (actor->player->Bot->t_fight) actor->player->Bot->t_fight--;
if (actor->player->t_rocket) actor->player->t_rocket--; if (actor->player->Bot->t_rocket) actor->player->Bot->t_rocket--;
if (actor->player->t_roam) actor->player->t_roam--; if (actor->player->Bot->t_roam) actor->player->Bot->t_roam--;
//Respawn ticker //Respawn ticker
if (actor->player->t_respawn) if (actor->player->Bot->t_respawn)
{ {
actor->player->t_respawn--; actor->player->Bot->t_respawn--;
} }
else if (actor->health <= 0) else if (actor->health <= 0)
{ // Time to respawn { // Time to respawn
@ -80,17 +80,17 @@ void FCajunMaster::ThinkForMove (AActor *actor, ticcmd_t *cmd)
int r; int r;
b = actor->player; b = actor->player;
if (!b->isbot) if (b->Bot == NULL)
return; return;
stuck = false; stuck = false;
dist = b->dest ? P_AproxDistance(actor->x-b->dest->x, actor->y-b->dest->y) : 0; dist = b->Bot->dest ? P_AproxDistance(actor->x-b->Bot->dest->x, actor->y-b->Bot->dest->y) : 0;
if (b->missile && if (b->Bot->missile &&
((!b->missile->velx || !b->missile->vely) || !Check_LOS(actor, b->missile, SHOOTFOV*3/2))) ((!b->Bot->missile->velx || !b->Bot->missile->vely) || !Check_LOS(actor, b->Bot->missile, SHOOTFOV*3/2)))
{ {
b->sleft = !b->sleft; b->Bot->sleft = !b->Bot->sleft;
b->missile = NULL; //Probably ended its travel. b->Bot->missile = NULL; //Probably ended its travel.
} }
if (actor->pitch > 0) if (actor->pitch > 0)
@ -99,35 +99,35 @@ void FCajunMaster::ThinkForMove (AActor *actor, ticcmd_t *cmd)
actor->pitch += 80; actor->pitch += 80;
//HOW TO MOVE: //HOW TO MOVE:
if (b->missile && (P_AproxDistance(actor->x-b->missile->x, actor->y-b->missile->y)<AVOID_DIST)) //try avoid missile got from P_Mobj.c thinking part. if (b->Bot->missile && (P_AproxDistance(actor->x-b->Bot->missile->x, actor->y-b->Bot->missile->y)<AVOID_DIST)) //try avoid missile got from P_Mobj.c thinking part.
{ {
Pitch (actor, b->missile); Pitch (actor, b->Bot->missile);
actor->player->angle = R_PointToAngle2(actor->x, actor->y, b->missile->x, b->missile->y); actor->player->Bot->angle = R_PointToAngle2(actor->x, actor->y, b->Bot->missile->x, b->Bot->missile->y);
cmd->ucmd.sidemove = b->sleft ? -SIDERUN : SIDERUN; cmd->ucmd.sidemove = b->Bot->sleft ? -SIDERUN : SIDERUN;
cmd->ucmd.forwardmove = -FORWARDRUN; //Back IS best. cmd->ucmd.forwardmove = -FORWARDRUN; //Back IS best.
if ((P_AproxDistance(actor->x-b->oldx, actor->y-b->oldy)<50000) if ((P_AproxDistance(actor->x-b->Bot->oldx, actor->y-b->Bot->oldy)<50000)
&& b->t_strafe<=0) && b->Bot->t_strafe<=0)
{ {
b->t_strafe = 5; b->Bot->t_strafe = 5;
b->sleft = !b->sleft; b->Bot->sleft = !b->Bot->sleft;
} }
//If able to see enemy while avoiding missile, still fire at enemy. //If able to see enemy while avoiding missile, still fire at enemy.
if (b->enemy && Check_LOS (actor, b->enemy, SHOOTFOV)) if (b->Bot->enemy && Check_LOS (actor, b->Bot->enemy, SHOOTFOV))
Dofire (actor, cmd); //Order bot to fire current weapon Dofire (actor, cmd); //Order bot to fire current weapon
} }
else if (b->enemy && P_CheckSight (actor, b->enemy, 0)) //Fight! else if (b->Bot->enemy && P_CheckSight (actor, b->Bot->enemy, 0)) //Fight!
{ {
Pitch (actor, b->enemy); Pitch (actor, b->Bot->enemy);
//Check if it's more important to get an item than fight. //Check if it's more important to get an item than fight.
if (b->dest && (b->dest->flags&MF_SPECIAL)) //Must be an item, that is close enough. if (b->Bot->dest && (b->Bot->dest->flags&MF_SPECIAL)) //Must be an item, that is close enough.
{ {
#define is(x) b->dest->IsKindOf (PClass::FindClass (#x)) #define is(x) b->Bot->dest->IsKindOf (PClass::FindClass (#x))
if ( if (
( (
(actor->health < b->skill.isp && (actor->health < b->Bot->skill.isp &&
(is (Medikit) || (is (Medikit) ||
is (Stimpack) || is (Stimpack) ||
is (Soulsphere) || is (Soulsphere) ||
@ -143,75 +143,75 @@ void FCajunMaster::ThinkForMove (AActor *actor, ticcmd_t *cmd)
(b->ReadyWeapon == NULL || b->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON) (b->ReadyWeapon == NULL || b->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON)
) )
&& (dist < GETINCOMBAT || (b->ReadyWeapon == NULL || b->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON)) && (dist < GETINCOMBAT || (b->ReadyWeapon == NULL || b->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON))
&& Reachable (actor, b->dest)) && Reachable (actor, b->Bot->dest))
#undef is #undef is
{ {
goto roam; //Pick it up, no matter the situation. All bonuses are nice close up. goto roam; //Pick it up, no matter the situation. All bonuses are nice close up.
} }
} }
b->dest = NULL; //To let bot turn right b->Bot->dest = NULL; //To let bot turn right
if (b->ReadyWeapon != NULL && !(b->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON)) if (b->ReadyWeapon != NULL && !(b->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON))
actor->flags &= ~MF_DROPOFF; //Don't jump off any ledges when fighting. actor->flags &= ~MF_DROPOFF; //Don't jump off any ledges when fighting.
if (!(b->enemy->flags3 & MF3_ISMONSTER)) if (!(b->Bot->enemy->flags3 & MF3_ISMONSTER))
b->t_fight = AFTERTICS; b->Bot->t_fight = AFTERTICS;
if (b->t_strafe <= 0 && if (b->Bot->t_strafe <= 0 &&
(P_AproxDistance(actor->x-b->oldx, actor->y-b->oldy)<50000 (P_AproxDistance(actor->x-b->Bot->oldx, actor->y-b->Bot->oldy)<50000
|| ((pr_botmove()%30)==10)) || ((pr_botmove()%30)==10))
) )
{ {
stuck = true; stuck = true;
b->t_strafe = 5; b->Bot->t_strafe = 5;
b->sleft = !b->sleft; b->Bot->sleft = !b->Bot->sleft;
} }
b->angle = R_PointToAngle2(actor->x, actor->y, b->enemy->x, b->enemy->y); b->Bot->angle = R_PointToAngle2(actor->x, actor->y, b->Bot->enemy->x, b->Bot->enemy->y);
if (b->ReadyWeapon == NULL || if (b->ReadyWeapon == NULL ||
P_AproxDistance(actor->x-b->enemy->x, actor->y-b->enemy->y) > P_AproxDistance(actor->x-b->Bot->enemy->x, actor->y-b->Bot->enemy->y) >
b->ReadyWeapon->MoveCombatDist) b->ReadyWeapon->MoveCombatDist)
{ {
// If a monster, use lower speed (just for cooler apperance while strafing down doomed monster) // If a monster, use lower speed (just for cooler apperance while strafing down doomed monster)
cmd->ucmd.forwardmove = (b->enemy->flags3 & MF3_ISMONSTER) ? FORWARDWALK : FORWARDRUN; cmd->ucmd.forwardmove = (b->Bot->enemy->flags3 & MF3_ISMONSTER) ? FORWARDWALK : FORWARDRUN;
} }
else if (!stuck) //Too close, so move away. else if (!stuck) //Too close, so move away.
{ {
// If a monster, use lower speed (just for cooler apperance while strafing down doomed monster) // If a monster, use lower speed (just for cooler apperance while strafing down doomed monster)
cmd->ucmd.forwardmove = (b->enemy->flags3 & MF3_ISMONSTER) ? -FORWARDWALK : -FORWARDRUN; cmd->ucmd.forwardmove = (b->Bot->enemy->flags3 & MF3_ISMONSTER) ? -FORWARDWALK : -FORWARDRUN;
} }
//Strafing. //Strafing.
if (b->enemy->flags3 & MF3_ISMONSTER) //It's just a monster so take it down cool. if (b->Bot->enemy->flags3 & MF3_ISMONSTER) //It's just a monster so take it down cool.
{ {
cmd->ucmd.sidemove = b->sleft ? -SIDEWALK : SIDEWALK; cmd->ucmd.sidemove = b->Bot->sleft ? -SIDEWALK : SIDEWALK;
} }
else else
{ {
cmd->ucmd.sidemove = b->sleft ? -SIDERUN : SIDERUN; cmd->ucmd.sidemove = b->Bot->sleft ? -SIDERUN : SIDERUN;
} }
Dofire (actor, cmd); //Order bot to fire current weapon Dofire (actor, cmd); //Order bot to fire current weapon
} }
else if (b->mate && !b->enemy && (!b->dest || b->dest==b->mate)) //Follow mate move. else if (b->Bot->mate && !b->Bot->enemy && (!b->Bot->dest || b->Bot->dest==b->Bot->mate)) //Follow mate move.
{ {
fixed_t matedist; fixed_t matedist;
Pitch (actor, b->mate); Pitch (actor, b->Bot->mate);
if (!Reachable (actor, b->mate)) if (!Reachable (actor, b->Bot->mate))
{ {
if (b->mate == b->dest && pr_botmove.Random() < 32) if (b->Bot->mate == b->Bot->dest && pr_botmove.Random() < 32)
{ // [RH] If the mate is the dest, pick a new dest sometimes { // [RH] If the mate is the dest, pick a new dest sometimes
b->dest = NULL; b->Bot->dest = NULL;
} }
goto roam; goto roam;
} }
actor->player->angle = R_PointToAngle2(actor->x, actor->y, b->mate->x, b->mate->y); actor->player->Bot->angle = R_PointToAngle2(actor->x, actor->y, b->Bot->mate->x, b->Bot->mate->y);
matedist = P_AproxDistance(actor->x - b->mate->x, actor->y - b->mate->y); matedist = P_AproxDistance(actor->x - b->Bot->mate->x, actor->y - b->Bot->mate->y);
if (matedist > (FRIEND_DIST*2)) if (matedist > (FRIEND_DIST*2))
cmd->ucmd.forwardmove = FORWARDRUN; cmd->ucmd.forwardmove = FORWARDRUN;
else if (matedist > FRIEND_DIST) else if (matedist > FRIEND_DIST)
@ -221,33 +221,33 @@ void FCajunMaster::ThinkForMove (AActor *actor, ticcmd_t *cmd)
} }
else //Roam after something. else //Roam after something.
{ {
b->first_shot = true; b->Bot->first_shot = true;
///// /////
roam: roam:
///// /////
if (b->enemy && Check_LOS (actor, b->enemy, SHOOTFOV*3/2)) //If able to see enemy while avoiding missile , still fire at it. if (b->Bot->enemy && Check_LOS (actor, b->Bot->enemy, SHOOTFOV*3/2)) //If able to see enemy while avoiding missile , still fire at it.
Dofire (actor, cmd); //Order bot to fire current weapon Dofire (actor, cmd); //Order bot to fire current weapon
if (b->dest && !(b->dest->flags&MF_SPECIAL) && b->dest->health < 0) if (b->Bot->dest && !(b->Bot->dest->flags&MF_SPECIAL) && b->Bot->dest->health < 0)
{ //Roaming after something dead. { //Roaming after something dead.
b->dest = NULL; b->Bot->dest = NULL;
} }
if (b->dest == NULL) if (b->Bot->dest == NULL)
{ {
if (b->t_fight && b->enemy) //Enemy/bot has jumped around corner. So what to do? if (b->Bot->t_fight && b->Bot->enemy) //Enemy/bot has jumped around corner. So what to do?
{ {
if (b->enemy->player) if (b->Bot->enemy->player)
{ {
if (((b->enemy->player->ReadyWeapon != NULL && b->enemy->player->ReadyWeapon->WeaponFlags & WIF_BOT_EXPLOSIVE) || if (((b->Bot->enemy->player->ReadyWeapon != NULL && b->Bot->enemy->player->ReadyWeapon->WeaponFlags & WIF_BOT_EXPLOSIVE) ||
(pr_botmove()%100)>b->skill.isp) && b->ReadyWeapon != NULL && !(b->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON)) (pr_botmove()%100)>b->Bot->skill.isp) && b->ReadyWeapon != NULL && !(b->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON))
b->dest = b->enemy;//Dont let enemy kill the bot by supressive fire. So charge enemy. b->Bot->dest = b->Bot->enemy;//Dont let enemy kill the bot by supressive fire. So charge enemy.
else //hide while b->t_fight, but keep view at enemy. else //hide while b->t_fight, but keep view at enemy.
b->angle = R_PointToAngle2(actor->x, actor->y, b->enemy->x, b->enemy->y); b->Bot->angle = R_PointToAngle2(actor->x, actor->y, b->Bot->enemy->x, b->Bot->enemy->y);
} //Just a monster, so kill it. } //Just a monster, so kill it.
else else
b->dest = b->enemy; b->Bot->dest = b->Bot->enemy;
//VerifFavoritWeapon(actor->player); //Dont know why here.., but it must be here, i know the reason, but not why at this spot, uh. //VerifFavoritWeapon(actor->player); //Dont know why here.., but it must be here, i know the reason, but not why at this spot, uh.
} }
@ -272,42 +272,42 @@ void FCajunMaster::ThinkForMove (AActor *actor, ticcmd_t *cmd)
item = it.Next(); item = it.Next();
} }
firstthing = item; firstthing = item;
b->dest = item; b->Bot->dest = item;
} }
} }
else if (b->mate && (r < 179 || P_CheckSight(actor, b->mate))) else if (b->Bot->mate && (r < 179 || P_CheckSight(actor, b->Bot->mate)))
{ {
b->dest = b->mate; b->Bot->dest = b->Bot->mate;
} }
else if ((playeringame[(r&(MAXPLAYERS-1))]) && players[(r&(MAXPLAYERS-1))].mo->health > 0) else if ((playeringame[(r&(MAXPLAYERS-1))]) && players[(r&(MAXPLAYERS-1))].mo->health > 0)
{ {
b->dest = players[(r&(MAXPLAYERS-1))].mo; b->Bot->dest = players[(r&(MAXPLAYERS-1))].mo;
} }
} }
if (b->dest) if (b->Bot->dest)
{ {
b->t_roam = MAXROAM; b->Bot->t_roam = MAXROAM;
} }
} }
if (b->dest) if (b->Bot->dest)
{ //Bot has a target so roam after it. { //Bot has a target so roam after it.
Roam (actor, cmd); Roam (actor, cmd);
} }
} //End of movement main part. } //End of movement main part.
if (!b->t_roam && b->dest) if (!b->Bot->t_roam && b->Bot->dest)
{ {
b->prev = b->dest; b->Bot->prev = b->Bot->dest;
b->dest = NULL; b->Bot->dest = NULL;
} }
if (b->t_fight<(AFTERTICS/2)) if (b->Bot->t_fight<(AFTERTICS/2))
actor->flags |= MF_DROPOFF; actor->flags |= MF_DROPOFF;
b->oldx = actor->x; b->Bot->oldx = actor->x;
b->oldy = actor->y; b->Bot->oldy = actor->y;
} }
//BOT_WhatToGet //BOT_WhatToGet
@ -324,7 +324,7 @@ void FCajunMaster::WhatToGet (AActor *actor, AActor *item)
#define typeis(x) item->IsKindOf (PClass::FindClass (#x)) #define typeis(x) item->IsKindOf (PClass::FindClass (#x))
if ((item->renderflags & RF_INVISIBLE) //Under respawn and away. if ((item->renderflags & RF_INVISIBLE) //Under respawn and away.
|| item == b->prev) || item == b->Bot->prev)
{ {
return; return;
} }
@ -366,21 +366,21 @@ void FCajunMaster::WhatToGet (AActor *actor, AActor *item)
else if (item->IsKindOf (RUNTIME_CLASS(AHealth)) && actor->health >= deh.MaxHealth /*MAXHEALTH*/) else if (item->IsKindOf (RUNTIME_CLASS(AHealth)) && actor->health >= deh.MaxHealth /*MAXHEALTH*/)
return; return;
if ((b->dest == NULL || if ((b->Bot->dest == NULL ||
!(b->dest->flags & MF_SPECIAL)/* || !(b->Bot->dest->flags & MF_SPECIAL)/* ||
!Reachable (actor, b->dest)*/)/* && !Reachable (actor, b->dest)*/)/* &&
Reachable (actor, item)*/) // Calling Reachable slows this down tremendously Reachable (actor, item)*/) // Calling Reachable slows this down tremendously
{ {
b->prev = b->dest; b->Bot->prev = b->Bot->dest;
b->dest = item; b->Bot->dest = item;
b->t_roam = MAXROAM; b->Bot->t_roam = MAXROAM;
} }
} }
void FCajunMaster::Set_enemy (AActor *actor) void FCajunMaster::Set_enemy (AActor *actor)
{ {
AActor *oldenemy; AActor *oldenemy;
AActor **enemy = &actor->player->enemy; AActor **enemy = &actor->player->Bot->enemy;
if (*enemy if (*enemy
&& (*enemy)->health > 0 && (*enemy)->health > 0
@ -397,7 +397,7 @@ void FCajunMaster::Set_enemy (AActor *actor)
// and we already have an existing enemy. // and we already have an existing enemy.
if (deathmatch || !*enemy) if (deathmatch || !*enemy)
{ {
actor->player->allround = !!*enemy; actor->player->Bot->allround = !!*enemy;
*enemy = NULL; *enemy = NULL;
*enemy = Find_enemy(actor); *enemy = Find_enemy(actor);
if (!*enemy) if (!*enemy)

View file

@ -124,6 +124,15 @@ CCMD (god)
Net_WriteByte (CHT_GOD); Net_WriteByte (CHT_GOD);
} }
CCMD(god2)
{
if (CheckCheatmode())
return;
Net_WriteByte(DEM_GENERICCHEAT);
Net_WriteByte(CHT_GOD2);
}
CCMD (iddqd) CCMD (iddqd)
{ {
if (CheckCheatmode ()) if (CheckCheatmode ())
@ -142,6 +151,15 @@ CCMD (buddha)
Net_WriteByte(CHT_BUDDHA); Net_WriteByte(CHT_BUDDHA);
} }
CCMD(buddha2)
{
if (CheckCheatmode())
return;
Net_WriteByte(DEM_GENERICCHEAT);
Net_WriteByte(CHT_BUDDHA2);
}
CCMD (notarget) CCMD (notarget)
{ {
if (CheckCheatmode ()) if (CheckCheatmode ())

View file

@ -500,9 +500,10 @@ UCVarValue FBaseCVar::FromString (const char *value, ECVarType type)
goodv = false; goodv = false;
break; break;
default: default:
if (value[i] < '0' && value[i] > '9' && if (value[i] < '0' ||
value[i] < 'A' && value[i] > 'F' && (value[i] > '9' && value[i] < 'A') ||
value[i] < 'a' && value[i] > 'f') (value[i] > 'F' && value[i] < 'a') ||
value[i] > 'f')
{ {
goodv = false; goodv = false;
} }

View file

@ -141,6 +141,7 @@ static FCompatOption Options[] =
{ "maskedmidtex", COMPATF_MASKEDMIDTEX, SLOT_COMPAT }, { "maskedmidtex", COMPATF_MASKEDMIDTEX, SLOT_COMPAT },
{ "badangles", COMPATF2_BADANGLES, SLOT_COMPAT2 }, { "badangles", COMPATF2_BADANGLES, SLOT_COMPAT2 },
{ "floormove", COMPATF2_FLOORMOVE, SLOT_COMPAT2 }, { "floormove", COMPATF2_FLOORMOVE, SLOT_COMPAT2 },
{ "soundcutoff", COMPATF2_SOUNDCUTOFF, SLOT_COMPAT2 },
{ NULL, 0, 0 } { NULL, 0, 0 }
}; };

View file

@ -466,7 +466,7 @@ CUSTOM_CVAR (Int, dmflags2, 0, CVAR_SERVERINFO)
} }
// Come out of chasecam mode if we're not allowed to use chasecam. // Come out of chasecam mode if we're not allowed to use chasecam.
if (!(dmflags2 & DF2_CHASECAM) && !G_SkillProperty (SKILLP_DisableCheats) && !sv_cheats) if (!(dmflags2 & DF2_CHASECAM) && CheckCheatmode(false))
{ {
// Take us out of chasecam mode only. // Take us out of chasecam mode only.
if (p->cheats & CF_CHASECAM) if (p->cheats & CF_CHASECAM)
@ -620,6 +620,7 @@ CVAR (Flag, compat_polyobj, compatflags, COMPATF_POLYOBJ);
CVAR (Flag, compat_maskedmidtex, compatflags, COMPATF_MASKEDMIDTEX); CVAR (Flag, compat_maskedmidtex, compatflags, COMPATF_MASKEDMIDTEX);
CVAR (Flag, compat_badangles, compatflags2, COMPATF2_BADANGLES); CVAR (Flag, compat_badangles, compatflags2, COMPATF2_BADANGLES);
CVAR (Flag, compat_floormove, compatflags2, COMPATF2_FLOORMOVE); CVAR (Flag, compat_floormove, compatflags2, COMPATF2_FLOORMOVE);
CVAR (Flag, compat_soundcutoff, compatflags2, COMPATF2_SOUNDCUTOFF);
//========================================================================== //==========================================================================
// //
@ -978,19 +979,19 @@ void D_DoomLoop ()
int i; int i;
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
{ {
if (playeringame[i] && players[i].isbot && players[i].mo) if (playeringame[i] && players[i].Bot != NULL && players[i].mo)
{ {
players[i].savedyaw = players[i].mo->angle; players[i].Bot->savedyaw = players[i].mo->angle;
players[i].savedpitch = players[i].mo->pitch; players[i].Bot->savedpitch = players[i].mo->pitch;
} }
} }
bglobal.Main (maketic%BACKUPTICS); bglobal.Main (maketic%BACKUPTICS);
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
{ {
if (playeringame[i] && players[i].isbot && players[i].mo) if (playeringame[i] && players[i].Bot != NULL && players[i].mo)
{ {
players[i].mo->angle = players[i].savedyaw; players[i].mo->angle = players[i].Bot->savedyaw;
players[i].mo->pitch = players[i].savedpitch; players[i].mo->pitch = players[i].Bot->savedpitch;
} }
} }
if (advancedemo) if (advancedemo)

View file

@ -697,7 +697,7 @@ void PlayerIsGone (int netnode, int netconsole)
// Pick a new network arbitrator // Pick a new network arbitrator
for (int i = 0; i < MAXPLAYERS; i++) for (int i = 0; i < MAXPLAYERS; i++)
{ {
if (i != netconsole && playeringame[i] && !players[i].isbot) if (i != netconsole && playeringame[i] && players[i].Bot == NULL)
{ {
Net_Arbitrator = i; Net_Arbitrator = i;
players[i].settings_controller = true; players[i].settings_controller = true;
@ -902,7 +902,7 @@ void GetPackets (void)
for (i = 0; i < numplayers; ++i) for (i = 0; i < numplayers; ++i)
{ {
int node = !players[playerbytes[i]].isbot ? int node = (players[playerbytes[i]].Bot == NULL) ?
nodeforplayer[playerbytes[i]] : netnode; nodeforplayer[playerbytes[i]] : netnode;
SkipTicCmd (&start, nettics[node] - realstart); SkipTicCmd (&start, nettics[node] - realstart);
@ -918,7 +918,7 @@ void GetPackets (void)
// packet. // packet.
for (i = 0; i < numplayers; ++i) for (i = 0; i < numplayers; ++i)
{ {
if (!players[playerbytes[i]].isbot) if (players[playerbytes[i]].Bot == NULL)
{ {
nettics[nodeforplayer[playerbytes[i]]] = realend; nettics[nodeforplayer[playerbytes[i]]] = realend;
} }
@ -935,10 +935,10 @@ void AdjustBots (int gameticdiv)
// be in even when gametic lags behind maketic. // be in even when gametic lags behind maketic.
for (int i = 0; i < MAXPLAYERS; i++) for (int i = 0; i < MAXPLAYERS; i++)
{ {
if (playeringame[i] && players[i].isbot && players[i].mo) if (playeringame[i] && players[i].Bot != NULL && players[i].mo)
{ {
players[i].savedyaw = players[i].mo->angle; players[i].Bot->savedyaw = players[i].mo->angle;
players[i].savedpitch = players[i].mo->pitch; players[i].Bot->savedpitch = players[i].mo->pitch;
for (int j = gameticdiv; j < maketic/ticdup; j++) for (int j = gameticdiv; j < maketic/ticdup; j++)
{ {
players[i].mo->angle += (netcmds[i][j%BACKUPTICS].ucmd.yaw << 16) * ticdup; players[i].mo->angle += (netcmds[i][j%BACKUPTICS].ucmd.yaw << 16) * ticdup;
@ -952,10 +952,10 @@ void UnadjustBots ()
{ {
for (int i = 0; i < MAXPLAYERS; i++) for (int i = 0; i < MAXPLAYERS; i++)
{ {
if (playeringame[i] && players[i].isbot && players[i].mo) if (playeringame[i] && players[i].Bot != NULL && players[i].mo)
{ {
players[i].mo->angle = players[i].savedyaw; players[i].mo->angle = players[i].Bot->savedyaw;
players[i].mo->pitch = players[i].savedpitch; players[i].mo->pitch = players[i].Bot->savedpitch;
} }
} }
} }
@ -1127,7 +1127,7 @@ void NetUpdate (void)
{ {
if (playeringame[j]) if (playeringame[j])
{ {
if (players[j].isbot || NetMode == NET_PacketServer) if (players[j].Bot != NULL || NetMode == NET_PacketServer)
{ {
count++; count++;
} }
@ -1269,7 +1269,7 @@ void NetUpdate (void)
{ {
if (playeringame[j] && j != playerfornode[i] && j != consoleplayer) if (playeringame[j] && j != playerfornode[i] && j != consoleplayer)
{ {
if (players[j].isbot || NetMode == NET_PacketServer) if (players[j].Bot != NULL || NetMode == NET_PacketServer)
{ {
playerbytes[l++] = j; playerbytes[l++] = j;
netbuffer[k++] = j; netbuffer[k++] = j;
@ -1308,9 +1308,8 @@ void NetUpdate (void)
} }
else if (i != 0) else if (i != 0)
{ {
if (players[playerbytes[l]].isbot) if (players[playerbytes[l]].Bot != NULL)
{ {
WriteWord (0, &cmddata); // fake consistancy word WriteWord (0, &cmddata); // fake consistancy word
} }
else else
@ -2251,10 +2250,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
break; break;
case DEM_ADDBOT: case DEM_ADDBOT:
{ bglobal.DoAddBot (stream);
BYTE num = ReadByte (stream);
bglobal.DoAddBot (num, s = ReadString (stream));
}
break; break;
case DEM_KILLBOTS: case DEM_KILLBOTS:
@ -2710,10 +2706,13 @@ void Net_SkipCommand (int type, BYTE **stream)
switch (type) switch (type)
{ {
case DEM_SAY: case DEM_SAY:
case DEM_ADDBOT:
skip = strlen ((char *)(*stream + 1)) + 2; skip = strlen ((char *)(*stream + 1)) + 2;
break; break;
case DEM_ADDBOT:
skip = strlen ((char *)(*stream + 1)) + 6;
break;
case DEM_GIVECHEAT: case DEM_GIVECHEAT:
case DEM_TAKECHEAT: case DEM_TAKECHEAT:
skip = strlen ((char *)(*stream)) + 3; skip = strlen ((char *)(*stream)) + 3;
@ -2875,7 +2874,7 @@ static void Network_Controller (int playernum, bool add)
return; return;
} }
if (players[playernum].isbot) if (players[playernum].Bot != NULL)
{ {
Printf ("Bots cannot be added to the controller list.\n"); Printf ("Bots cannot be added to the controller list.\n");
return; return;

View file

@ -205,6 +205,8 @@ typedef enum
CF_DOUBLEFIRINGSPEED= 1 << 21, // Player owns a double firing speed artifact CF_DOUBLEFIRINGSPEED= 1 << 21, // Player owns a double firing speed artifact
CF_EXTREMELYDEAD = 1 << 22, // [RH] Reliably let the status bar know about extreme deaths. CF_EXTREMELYDEAD = 1 << 22, // [RH] Reliably let the status bar know about extreme deaths.
CF_INFINITEAMMO = 1 << 23, // Player owns an infinite ammo artifact CF_INFINITEAMMO = 1 << 23, // Player owns an infinite ammo artifact
CF_BUDDHA2 = 1 << 24, // [MC] Absolute buddha. No voodoo can kill it either.
CF_GODMODE2 = 1 << 25, // [MC] Absolute godmode. No voodoo can kill it either.
CF_BUDDHA = 1 << 27, // [SP] Buddha mode - take damage, but don't die CF_BUDDHA = 1 << 27, // [SP] Buddha mode - take damage, but don't die
CF_NOCLIP2 = 1 << 30, // [RH] More Quake-like noclip CF_NOCLIP2 = 1 << 30, // [RH] More Quake-like noclip
} cheat_t; } cheat_t;
@ -442,47 +444,10 @@ public:
FName LastDamageType; // [RH] For damage-specific pain and death sounds FName LastDamageType; // [RH] For damage-specific pain and death sounds
//Added by MC: //Added by MC:
angle_t savedyaw; TObjPtr<DBot> Bot;
int savedpitch;
angle_t angle; // The wanted angle that the bot try to get every tic.
// (used to get a smoth view movement)
TObjPtr<AActor> dest; // Move Destination.
TObjPtr<AActor> prev; // Previous move destination.
TObjPtr<AActor> enemy; // The dead meat.
TObjPtr<AActor> missile; // A threatening missile that needs to be avoided.
TObjPtr<AActor> mate; // Friend (used for grouping in teamplay or coop).
TObjPtr<AActor> last_mate; // If bots mate disappeared (not if died) that mate is
// pointed to by this. Allows bot to roam to it if
// necessary.
bool settings_controller; // Player can control game settings. bool settings_controller; // Player can control game settings.
//Skills
struct botskill_t skill;
//Tickers
int t_active; // Open door, lower lift stuff, door must open and
// lift must go down before bot does anything
// radical like try a stuckmove
int t_respawn;
int t_strafe;
int t_react;
int t_fight;
int t_roam;
int t_rocket;
//Misc booleans
bool isbot;
bool first_shot; // Used for reaction skill.
bool sleft; // If false, strafe is right.
bool allround;
fixed_t oldx;
fixed_t oldy;
float BlendR; // [RH] Final blending values float BlendR; // [RH] Final blending values
float BlendG; float BlendG;
float BlendB; float BlendB;

View file

@ -112,7 +112,7 @@ enum EDemoCommand
DEM_DROPPLAYER, // 13 Not implemented, takes a byte DEM_DROPPLAYER, // 13 Not implemented, takes a byte
DEM_CHANGEMAP, // 14 Name of map to change to DEM_CHANGEMAP, // 14 Name of map to change to
DEM_SUICIDE, // 15 Player wants to die DEM_SUICIDE, // 15 Player wants to die
DEM_ADDBOT, // 16 Byte: player#, String: userinfo for bot DEM_ADDBOT, // 16 Byte: player#, String: userinfo for bot, 4 Bytes: skill (aiming, perfection, reaction, isp)
DEM_KILLBOTS, // 17 Remove all bots from the world DEM_KILLBOTS, // 17 Remove all bots from the world
DEM_INVUSEALL, // 18 Use every item (panic!) DEM_INVUSEALL, // 18 Use every item (panic!)
DEM_INVUSE, // 19 4 bytes: ID of item to use DEM_INVUSE, // 19 4 bytes: ID of item to use
@ -219,7 +219,9 @@ enum ECheatCommand
CHT_GIMMIEJ, CHT_GIMMIEJ,
CHT_GIMMIEZ, CHT_GIMMIEZ,
CHT_BUDDHA, CHT_BUDDHA,
CHT_NOCLIP2 CHT_NOCLIP2,
CHT_BUDDHA2,
CHT_GOD2
}; };
void StartChunk (int id, BYTE **stream); void StartChunk (int id, BYTE **stream);

View file

@ -339,6 +339,7 @@ enum
COMPATF2_BADANGLES = 1 << 0, // It is impossible to face directly NSEW. COMPATF2_BADANGLES = 1 << 0, // It is impossible to face directly NSEW.
COMPATF2_FLOORMOVE = 1 << 1, // Use the same floor motion behavior as Doom. COMPATF2_FLOORMOVE = 1 << 1, // Use the same floor motion behavior as Doom.
COMPATF2_SOUNDCUTOFF = 1 << 2, // Cut off sounds when an actor vanishes instead of making it owner-less
}; };
// Emulate old bugs for select maps. These are not exposed by a cvar // Emulate old bugs for select maps. These are not exposed by a cvar

View file

@ -875,7 +875,7 @@ static void ChangeSpy (int changespy)
pnum &= MAXPLAYERS-1; pnum &= MAXPLAYERS-1;
if (playeringame[pnum] && if (playeringame[pnum] &&
(!checkTeam || players[pnum].mo->IsTeammate (players[consoleplayer].mo) || (!checkTeam || players[pnum].mo->IsTeammate (players[consoleplayer].mo) ||
(bot_allowspy && players[pnum].isbot))) (bot_allowspy && players[pnum].Bot != NULL)))
{ {
break; break;
} }
@ -1156,7 +1156,7 @@ void G_Ticker ()
Printf ("%s is turbo!\n", players[i].userinfo.GetName()); Printf ("%s is turbo!\n", players[i].userinfo.GetName());
} }
if (netgame && !players[i].isbot && !demoplayback && (gametic%ticdup) == 0) if (netgame && players[i].Bot == NULL && !demoplayback && (gametic%ticdup) == 0)
{ {
//players[i].inconsistant = 0; //players[i].inconsistant = 0;
if (gametic > BACKUPTICS*ticdup && consistancy[i][buf] != cmd->consistancy) if (gametic > BACKUPTICS*ticdup && consistancy[i][buf] != cmd->consistancy)
@ -1338,10 +1338,10 @@ void G_PlayerReborn (int player)
int chasecam; int chasecam;
BYTE currclass; BYTE currclass;
userinfo_t userinfo; // [RH] Save userinfo userinfo_t userinfo; // [RH] Save userinfo
botskill_t b_skill; //Added by MC:
APlayerPawn *actor; APlayerPawn *actor;
const PClass *cls; const PClass *cls;
FString log; FString log;
DBot *Bot; //Added by MC:
p = &players[player]; p = &players[player];
@ -1351,18 +1351,19 @@ void G_PlayerReborn (int player)
itemcount = p->itemcount; itemcount = p->itemcount;
secretcount = p->secretcount; secretcount = p->secretcount;
currclass = p->CurrentPlayerClass; currclass = p->CurrentPlayerClass;
b_skill = p->skill; //Added by MC:
userinfo.TransferFrom(p->userinfo); userinfo.TransferFrom(p->userinfo);
actor = p->mo; actor = p->mo;
cls = p->cls; cls = p->cls;
log = p->LogText; log = p->LogText;
chasecam = p->cheats & CF_CHASECAM; chasecam = p->cheats & CF_CHASECAM;
Bot = p->Bot; //Added by MC:
// Reset player structure to its defaults // Reset player structure to its defaults
p->~player_t(); p->~player_t();
::new(p) player_t; ::new(p) player_t;
memcpy (p->frags, frags, sizeof(p->frags)); memcpy (p->frags, frags, sizeof(p->frags));
p->health = actor->health;
p->fragcount = fragcount; p->fragcount = fragcount;
p->killcount = killcount; p->killcount = killcount;
p->itemcount = itemcount; p->itemcount = itemcount;
@ -1373,8 +1374,7 @@ void G_PlayerReborn (int player)
p->cls = cls; p->cls = cls;
p->LogText = log; p->LogText = log;
p->cheats |= chasecam; p->cheats |= chasecam;
p->Bot = Bot; //Added by MC:
p->skill = b_skill; //Added by MC:
p->oldbuttons = ~0, p->attackdown = true; p->usedown = true; // don't do anything immediately p->oldbuttons = ~0, p->attackdown = true; p->usedown = true; // don't do anything immediately
p->original_oldbuttons = ~0; p->original_oldbuttons = ~0;
@ -1382,15 +1382,19 @@ void G_PlayerReborn (int player)
if (gamestate != GS_TITLELEVEL) if (gamestate != GS_TITLELEVEL)
{ {
// [GRB] Give inventory specified in DECORATE
actor->GiveDefaultInventory (); actor->GiveDefaultInventory ();
p->ReadyWeapon = p->PendingWeapon; p->ReadyWeapon = p->PendingWeapon;
} }
//Added by MC: Init bot structure. //Added by MC: Init bot structure.
if (bglobal.botingame[player]) if (p->Bot != NULL)
bglobal.CleanBotstuff (p); {
else botskill_t skill = p->Bot->skill;
p->isbot = false; p->Bot->Clear ();
p->Bot->skill = skill;
}
} }
// //

View file

@ -1183,6 +1183,15 @@ void G_FinishTravel ()
pawn->AddToHash (); pawn->AddToHash ();
pawn->SetState(pawn->SpawnState); pawn->SetState(pawn->SpawnState);
pawn->player->SendPitchLimits(); pawn->player->SendPitchLimits();
// Sync the FLY flags.
if (pawn->flags2 & MF2_FLY)
{
pawn->player->cheats |= CF_FLY;
}
else
{
pawn->player->cheats &= ~CF_FLY;
}
for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory) for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
{ {

View file

@ -1306,6 +1306,7 @@ MapFlagHandlers[] =
{ "compat_maskedmidtex", MITYPE_COMPATFLAG, COMPATF_MASKEDMIDTEX, 0 }, { "compat_maskedmidtex", MITYPE_COMPATFLAG, COMPATF_MASKEDMIDTEX, 0 },
{ "compat_badangles", MITYPE_COMPATFLAG, 0, COMPATF2_BADANGLES }, { "compat_badangles", MITYPE_COMPATFLAG, 0, COMPATF2_BADANGLES },
{ "compat_floormove", MITYPE_COMPATFLAG, 0, COMPATF2_FLOORMOVE }, { "compat_floormove", MITYPE_COMPATFLAG, 0, COMPATF2_FLOORMOVE },
{ "compat_soundcutoff", MITYPE_COMPATFLAG, 0, COMPATF2_SOUNDCUTOFF },
{ "cd_start_track", MITYPE_EATNEXT, 0, 0 }, { "cd_start_track", MITYPE_EATNEXT, 0, 0 },
{ "cd_end1_track", MITYPE_EATNEXT, 0, 0 }, { "cd_end1_track", MITYPE_EATNEXT, 0, 0 },
{ "cd_end2_track", MITYPE_EATNEXT, 0, 0 }, { "cd_end2_track", MITYPE_EATNEXT, 0, 0 },

View file

@ -1296,6 +1296,18 @@ void APowerTargeter::InitEffect ()
PositionAccuracy (); PositionAccuracy ();
} }
bool APowerTargeter::HandlePickup(AInventory *item)
{
if (Super::HandlePickup(item))
{
InitEffect(); // reset the HUD sprites
return true;
}
return false;
}
void APowerTargeter::DoEffect () void APowerTargeter::DoEffect ()
{ {
Super::DoEffect (); Super::DoEffect ();
@ -1384,6 +1396,42 @@ void APowerFrightener::EndEffect ()
Owner->player->cheats &= ~CF_FRIGHTENING; Owner->player->cheats &= ~CF_FRIGHTENING;
} }
// Buddha Powerup --------------------------------
IMPLEMENT_CLASS (APowerBuddha)
//===========================================================================
//
// APowerBuddha :: InitEffect
//
//===========================================================================
void APowerBuddha::InitEffect ()
{
Super::InitEffect();
if (Owner== NULL || Owner->player == NULL)
return;
Owner->player->cheats |= CF_BUDDHA;
}
//===========================================================================
//
// APowerBuddha :: EndEffect
//
//===========================================================================
void APowerBuddha::EndEffect ()
{
Super::EndEffect();
if (Owner== NULL || Owner->player == NULL)
return;
Owner->player->cheats &= ~CF_BUDDHA;
}
// Scanner powerup ---------------------------------------------------------- // Scanner powerup ----------------------------------------------------------
IMPLEMENT_CLASS (APowerScanner) IMPLEMENT_CLASS (APowerScanner)

View file

@ -173,6 +173,7 @@ protected:
void EndEffect (); void EndEffect ();
void PositionAccuracy (); void PositionAccuracy ();
void Travelled (); void Travelled ();
bool HandlePickup(AInventory *item);
}; };
class APowerFrightener : public APowerup class APowerFrightener : public APowerup
@ -183,6 +184,14 @@ protected:
void EndEffect (); void EndEffect ();
}; };
class APowerBuddha : public APowerup
{
DECLARE_CLASS (APowerBuddha, APowerup)
protected:
void InitEffect ();
void EndEffect ();
};
class APowerTimeFreezer : public APowerup class APowerTimeFreezer : public APowerup
{ {
DECLARE_CLASS( APowerTimeFreezer, APowerup ) DECLARE_CLASS( APowerTimeFreezer, APowerup )

View file

@ -12,6 +12,7 @@
#include "doomstat.h" #include "doomstat.h"
#include "g_level.h" #include "g_level.h"
#include "farchive.h" #include "farchive.h"
#include "p_enemy.h"
static FRandom pr_morphmonst ("MorphMonster"); static FRandom pr_morphmonst ("MorphMonster");
@ -527,11 +528,11 @@ bool P_MorphedDeath(AActor *actor, AActor **morphed, int *morphedstyle, int *mor
if (actor->GetClass()->IsDescendantOf(RUNTIME_CLASS(AMorphedMonster))) if (actor->GetClass()->IsDescendantOf(RUNTIME_CLASS(AMorphedMonster)))
{ {
AMorphedMonster *fakeme = static_cast<AMorphedMonster *>(actor); AMorphedMonster *fakeme = static_cast<AMorphedMonster *>(actor);
AActor *realme = fakeme->UnmorphedMe;
if ((fakeme->UnmorphTime) && if ((fakeme->UnmorphTime) &&
(fakeme->MorphStyle & MORPH_UNDOBYDEATH) && (fakeme->MorphStyle & MORPH_UNDOBYDEATH) &&
(fakeme->UnmorphedMe)) (realme))
{ {
AActor *realme = fakeme->UnmorphedMe;
int realstyle = fakeme->MorphStyle; int realstyle = fakeme->MorphStyle;
int realhealth = fakeme->health; int realhealth = fakeme->health;
if (P_UndoMonsterMorph(fakeme, !!(fakeme->MorphStyle & MORPH_UNDOBYDEATHFORCED))) if (P_UndoMonsterMorph(fakeme, !!(fakeme->MorphStyle & MORPH_UNDOBYDEATHFORCED)))
@ -542,6 +543,11 @@ bool P_MorphedDeath(AActor *actor, AActor **morphed, int *morphedstyle, int *mor
return true; return true;
} }
} }
if (realme->flags4 & MF4_BOSSDEATH)
{
realme->health = 0; // make sure that A_BossDeath considers it dead.
CALL_ACTION(A_BossDeath, realme);
}
fakeme->flags3 |= MF3_STAYMORPHED; // moved here from AMorphedMonster::Die() fakeme->flags3 |= MF3_STAYMORPHED; // moved here from AMorphedMonster::Die()
return false; return false;
} }

View file

@ -499,7 +499,7 @@ bool AInventory::ShouldRespawn ()
{ {
if ((ItemFlags & IF_BIGPOWERUP) && !(dmflags2 & DF2_RESPAWN_SUPER)) return false; if ((ItemFlags & IF_BIGPOWERUP) && !(dmflags2 & DF2_RESPAWN_SUPER)) return false;
if (ItemFlags & IF_NEVERRESPAWN) return false; if (ItemFlags & IF_NEVERRESPAWN) return false;
return !!(dmflags & DF_ITEMS_RESPAWN); return !!((dmflags & DF_ITEMS_RESPAWN) || (ItemFlags & IF_ALWAYSRESPAWN));
} }
//=========================================================================== //===========================================================================
@ -1024,8 +1024,8 @@ void AInventory::Touch (AActor *toucher)
//Added by MC: Check if item taken was the roam destination of any bot //Added by MC: Check if item taken was the roam destination of any bot
for (int i = 0; i < MAXPLAYERS; i++) for (int i = 0; i < MAXPLAYERS; i++)
{ {
if (playeringame[i] && this == players[i].dest) if (playeringame[i] && players[i].Bot != NULL && this == players[i].Bot->dest)
players[i].dest = NULL; players[i].Bot->dest = NULL;
} }
} }

View file

@ -135,6 +135,7 @@ enum
IF_NEVERRESPAWN = 1<<20, // Never, ever respawns IF_NEVERRESPAWN = 1<<20, // Never, ever respawns
IF_NOSCREENFLASH = 1<<21, // No pickup flash on the player's screen IF_NOSCREENFLASH = 1<<21, // No pickup flash on the player's screen
IF_TOSSED = 1<<22, // Was spawned by P_DropItem (i.e. as a monster drop) IF_TOSSED = 1<<22, // Was spawned by P_DropItem (i.e. as a monster drop)
IF_ALWAYSRESPAWN = 1<<23, // Always respawn, regardless of dmflag
}; };

View file

@ -444,7 +444,7 @@ int FMugShot::UpdateState(player_t *player, StateFlags stateflags)
if (bNormal) if (bNormal)
{ {
bool good; bool good;
if ((player->cheats & CF_GODMODE) || (player->mo != NULL && player->mo->flags2 & MF2_INVULNERABLE)) if ((player->cheats & CF_GODMODE) || (player->cheats & CF_GODMODE2) || (player->mo != NULL && player->mo->flags2 & MF2_INVULNERABLE))
{ {
good = SetState((stateflags & ANIMATEDGODMODE) ? "godanimated" : "god"); good = SetState((stateflags & ANIMATEDGODMODE) ? "godanimated" : "god");
} }

View file

@ -106,7 +106,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_AlienSpectreDeath)
switch (self->GetClass()->TypeName) switch (self->GetClass()->TypeName)
{ {
case NAME_AlienSpectre1: case NAME_AlienSpectre1:
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 999, FRACUNIT, 0, 0, 0, false); EV_DoFloor (DFloor::floorLowerToLowest, NULL, 999, FRACUNIT, 0, -1, 0, false);
log = 95; log = 95;
break; break;
@ -180,7 +180,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_AlienSpectreDeath)
{ // Another Sigil piece. Woohoo! { // Another Sigil piece. Woohoo!
log = 83; log = 83;
} }
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, 0, 0, false); EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, -1, 0, false);
break; break;
default: default:

View file

@ -80,6 +80,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_CrusaderDeath)
{ {
if (CheckBossDeath (self)) if (CheckBossDeath (self))
{ {
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 667, FRACUNIT, 0, 0, 0, false); EV_DoFloor (DFloor::floorLowerToLowest, NULL, 667, FRACUNIT, 0, -1, 0, false);
} }
} }

View file

@ -548,7 +548,7 @@ void APowerCoupling::Die (AActor *source, AActor *inflictor, int dmgflags)
P_NoiseAlert (source, this); P_NoiseAlert (source, this);
} }
EV_DoDoor (DDoor::doorClose, NULL, players[i].mo, 225, 2*FRACUNIT, 0, 0, 0); EV_DoDoor (DDoor::doorClose, NULL, players[i].mo, 225, 2*FRACUNIT, 0, 0, 0);
EV_DoFloor (DFloor::floorLowerToHighest, NULL, 44, FRACUNIT, 0, 0, 0, false); EV_DoFloor (DFloor::floorLowerToHighest, NULL, 44, FRACUNIT, 0, -1, 0, false);
players[i].mo->GiveInventoryType (QuestItemClasses[5]); players[i].mo->GiveInventoryType (QuestItemClasses[5]);
S_Sound (CHAN_VOICE, "svox/voc13", 1, ATTN_NORM); S_Sound (CHAN_VOICE, "svox/voc13", 1, ATTN_NORM);
players[i].SetLogNumber (13); players[i].SetLogNumber (13);

View file

@ -290,6 +290,9 @@ void FMapInfoParser::ParseGameInfo()
else gameinfo.mCheatMapArrow = ""; else gameinfo.mCheatMapArrow = "";
} }
// Insert valid keys here. // Insert valid keys here.
GAMEINFOKEY_STRING(mCheatKey, "cheatKey")
GAMEINFOKEY_STRING(mEasyKey, "easyKey")
GAMEINFOKEY_STRING(TitlePage, "titlePage")
GAMEINFOKEY_STRING(TitlePage, "titlePage") GAMEINFOKEY_STRING(TitlePage, "titlePage")
GAMEINFOKEY_STRINGARRAY(creditPages, "addcreditPage", 8, false) GAMEINFOKEY_STRINGARRAY(creditPages, "addcreditPage", 8, false)
GAMEINFOKEY_STRINGARRAY(creditPages, "CreditPage", 8, true) GAMEINFOKEY_STRINGARRAY(creditPages, "CreditPage", 8, true)

View file

@ -169,6 +169,7 @@ struct gameinfo_t
int TextScreenY; int TextScreenY;
FName DefaultEndSequence; FName DefaultEndSequence;
FString mMapArrow, mCheatMapArrow; FString mMapArrow, mCheatMapArrow;
FString mEasyKey, mCheatKey;
FGIFont mStatscreenMapNameFont; FGIFont mStatscreenMapNameFont;
FGIFont mStatscreenFinishedFont; FGIFont mStatscreenFinishedFont;
FGIFont mStatscreenEnteringFont; FGIFont mStatscreenEnteringFont;

View file

@ -135,8 +135,8 @@ struct PreGamePacket
}; };
struct struct
{ {
u_long address; DWORD address;
u_short port; WORD port;
BYTE player; BYTE player;
BYTE pad; BYTE pad;
} machines[MAXNETNODES]; } machines[MAXNETNODES];
@ -660,6 +660,12 @@ void HostGame (int i)
numplayers = 2; numplayers = 2;
} }
if (numplayers > MAXNETNODES)
{
I_FatalError("You cannot host a game with %d players. The limit is currently %d.", numplayers, MAXNETNODES);
return;
}
if (numplayers == 1) if (numplayers == 1)
{ // Special case: Only 1 player, so don't bother starting the network { // Special case: Only 1 player, so don't bother starting the network
netgame = false; netgame = false;

View file

@ -99,6 +99,23 @@ void cht_DoCheat (player_t *player, int cheat)
msg = GStrings("TXT_BUDDHAOFF"); msg = GStrings("TXT_BUDDHAOFF");
break; break;
case CHT_GOD2:
player->cheats ^= CF_GODMODE2;
if (player->cheats & CF_GODMODE2)
msg = GStrings("STSTR_DQD2ON");
else
msg = GStrings("STSTR_DQD2OFF");
ST_SetNeedRefresh();
break;
case CHT_BUDDHA2:
player->cheats ^= CF_BUDDHA2;
if (player->cheats & CF_BUDDHA2)
msg = GStrings("TXT_BUDDHA2ON");
else
msg = GStrings("TXT_BUDDHA2OFF");
break;
case CHT_NOCLIP: case CHT_NOCLIP:
player->cheats ^= CF_NOCLIP; player->cheats ^= CF_NOCLIP;
if (player->cheats & CF_NOCLIP) if (player->cheats & CF_NOCLIP)
@ -323,7 +340,6 @@ void cht_DoCheat (player_t *player, int cheat)
player->mo->Translation = TRANSLATION(TRANSLATION_Players, BYTE(player-players)); player->mo->Translation = TRANSLATION(TRANSLATION_Players, BYTE(player-players));
} }
player->mo->DamageType = NAME_None; player->mo->DamageType = NAME_None;
// player->mo->GiveDefaultInventory();
if (player->ReadyWeapon != NULL) if (player->ReadyWeapon != NULL)
{ {
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->GetUpState()); P_SetPsprite(player, ps_weapon, player->ReadyWeapon->GetUpState());

View file

@ -120,6 +120,7 @@ static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flag
//Add the floor //Add the floor
ffloor = new F3DFloor; ffloor = new F3DFloor;
ffloor->top.copied = ffloor->bottom.copied = false;
ffloor->top.model = ffloor->bottom.model = ffloor->model = sec2; ffloor->top.model = ffloor->bottom.model = ffloor->model = sec2;
ffloor->target = sec; ffloor->target = sec;
ffloor->ceilingclip = ffloor->floorclip = NULL; ffloor->ceilingclip = ffloor->floorclip = NULL;
@ -420,6 +421,8 @@ void P_Recalculate3DFloors(sector_t * sector)
F3DFloor * pick; F3DFloor * pick;
unsigned pickindex; unsigned pickindex;
F3DFloor * clipped=NULL; F3DFloor * clipped=NULL;
F3DFloor * solid=NULL;
fixed_t solid_bottom=0;
fixed_t clipped_top; fixed_t clipped_top;
fixed_t clipped_bottom=0; fixed_t clipped_bottom=0;
fixed_t maxheight, minheight; fixed_t maxheight, minheight;
@ -477,6 +480,7 @@ void P_Recalculate3DFloors(sector_t * sector)
} }
oldlist.Delete(pickindex); oldlist.Delete(pickindex);
fixed_t pick_bottom=pick->bottom.plane->ZatPoint(CenterSpot(sector));
if (pick->flags & FF_THISINSIDE) if (pick->flags & FF_THISINSIDE)
{ {
@ -486,10 +490,38 @@ void P_Recalculate3DFloors(sector_t * sector)
} }
else if (pick->flags&(FF_SWIMMABLE|FF_TRANSLUCENT) && pick->flags&FF_EXISTS) else if (pick->flags&(FF_SWIMMABLE|FF_TRANSLUCENT) && pick->flags&FF_EXISTS)
{ {
clipped=pick; // We must check if this nonsolid segment gets clipped from the top by another 3D floor
clipped_top=height; if (solid != NULL && solid_bottom < height)
clipped_bottom=pick->bottom.plane->ZatPoint(CenterSpot(sector)); {
ffloors.Push(pick); ffloors.Push(pick);
if (solid_bottom < pick_bottom)
{
// this one is fully covered
pick->flags|=FF_CLIPPED;
pick->flags&=~FF_EXISTS;
}
else
{
F3DFloor * dyn=new F3DFloor;
*dyn=*pick;
pick->flags|=FF_CLIPPED;
pick->flags&=~FF_EXISTS;
dyn->flags|=FF_DYNAMIC;
dyn->top.copyPlane(&solid->bottom);
ffloors.Push(dyn);
clipped = dyn;
clipped_top = solid_bottom;
clipped_bottom = pick_bottom;
}
}
else
{
clipped = pick;
clipped_top = height;
clipped_bottom = pick_bottom;
ffloors.Push(pick);
}
} }
else if (clipped && clipped_bottom<height) else if (clipped && clipped_bottom<height)
{ {
@ -499,12 +531,10 @@ void P_Recalculate3DFloors(sector_t * sector)
clipped->flags|=FF_CLIPPED; clipped->flags|=FF_CLIPPED;
clipped->flags&=~FF_EXISTS; clipped->flags&=~FF_EXISTS;
dyn->flags|=FF_DYNAMIC; dyn->flags|=FF_DYNAMIC;
dyn->bottom=pick->top; dyn->bottom.copyPlane(&pick->top);
ffloors.Push(dyn); ffloors.Push(dyn);
ffloors.Push(pick); ffloors.Push(pick);
fixed_t pick_bottom=pick->bottom.plane->ZatPoint(CenterSpot(sector));
if (pick_bottom<=clipped_bottom) if (pick_bottom<=clipped_bottom)
{ {
clipped=NULL; clipped=NULL;
@ -515,14 +545,25 @@ void P_Recalculate3DFloors(sector_t * sector)
dyn=new F3DFloor; dyn=new F3DFloor;
*dyn=*clipped; *dyn=*clipped;
dyn->flags|=FF_DYNAMIC|FF_EXISTS; dyn->flags|=FF_DYNAMIC|FF_EXISTS;
dyn->top=pick->bottom; dyn->top.copyPlane(&pick->bottom);
ffloors.Push(dyn); ffloors.Push(dyn);
clipped = dyn;
clipped_top = pick_bottom;
} }
solid = pick;
solid_bottom = pick_bottom;
} }
else else
{ {
clipped=NULL; clipped = NULL;
if (solid == NULL || solid_bottom > pick_bottom)
{
// only if this one is lower
solid = pick;
solid_bottom = pick_bottom;
}
ffloors.Push(pick); ffloors.Push(pick);
} }
} }
@ -910,3 +951,27 @@ int P_Find3DFloor(sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool above, b
} }
#endif #endif
#include "c_dispatch.h"
CCMD (dump3df)
{
if (argv.argc() > 1)
{
int sec = strtol(argv[1], NULL, 10);
sector_t *sector = &sectors[sec];
TArray<F3DFloor*> & ffloors=sector->e->XFloor.ffloors;
for (unsigned int i = 0; i < ffloors.Size(); i++)
{
fixed_t height=ffloors[i]->top.plane->ZatPoint(CenterSpot(sector));
fixed_t bheight=ffloors[i]->bottom.plane->ZatPoint(CenterSpot(sector));
Printf("FFloor %d @ top = %f (model = %d), bottom = %f (model = %d), flags = %B, alpha = %d %s %s\n",
i, height / 65536., ffloors[i]->top.model->sectornum,
bheight / 65536., ffloors[i]->bottom.model->sectornum,
ffloors[i]->flags, ffloors[i]->alpha, (ffloors[i]->flags&FF_EXISTS)? "Exists":"", (ffloors[i]->flags&FF_DYNAMIC)? "Dynamic":"");
}
}
}

View file

@ -77,6 +77,13 @@ struct F3DFloor
sector_t * model; sector_t * model;
int isceiling; int isceiling;
int vindex; int vindex;
bool copied;
void copyPlane(planeref * other)
{
*this = *other;
copied = true;
}
}; };
planeref bottom; planeref bottom;

View file

@ -4228,7 +4228,7 @@ int DLevelScript::DoClassifyActor(int tid)
{ {
classify |= ACTOR_VOODOODOLL; classify |= ACTOR_VOODOODOLL;
} }
if (actor->player->isbot) if (actor->player->Bot != NULL)
{ {
classify |= ACTOR_BOT; classify |= ACTOR_BOT;
} }
@ -5619,15 +5619,27 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
wallMask = args[6]; wallMask = args[6];
} }
bool forceTID = 0;
if (argCount >= 8)
{
if (args[7] != 0)
forceTID = 1;
}
AActor* pickedActor = P_LinePickActor(actor, args[1] << 16, args[3], args[2] << 16, actorMask, wallMask); AActor* pickedActor = P_LinePickActor(actor, args[1] << 16, args[3], args[2] << 16, actorMask, wallMask);
if (pickedActor == NULL) { if (pickedActor == NULL) {
return 0; return 0;
} }
pickedActor->RemoveFromHash(); if (!(forceTID) && (args[4] == 0) && (pickedActor->tid == 0))
pickedActor->tid = args[4]; return 0;
pickedActor->AddToHash();
if ((pickedActor->tid == 0) || (forceTID))
{
pickedActor->RemoveFromHash();
pickedActor->tid = args[4];
pickedActor->AddToHash();
}
return 1; return 1;
} }
break; break;
@ -8632,7 +8644,7 @@ scriptwait:
} }
else else
{ {
STACK(1) = players[STACK(1)].isbot; STACK(1) = (players[STACK(1)].Bot != NULL);
} }
break; break;

View file

@ -460,7 +460,7 @@ bool EV_DoDoor (DDoor::EVlDoor type, line_t *line, AActor *thing,
// run into them (otherwise opening them would be // run into them (otherwise opening them would be
// a real pain). // a real pain).
{ {
if (!thing->player || thing->player->isbot) if (!thing->player || thing->player->Bot != NULL)
return false; // JDC: bad guys never close doors return false; // JDC: bad guys never close doors
//Added by MC: Neither do bots. //Added by MC: Neither do bots.

View file

@ -1592,7 +1592,7 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
} }
#endif #endif
// [SP] If you don't see any enemies in deathmatch, look for players (but only when friend to a specific player.) // [SP] If you don't see any enemies in deathmatch, look for players (but only when friend to a specific player.)
if (actor->FriendPlayer == 0 && (!teamplay || actor->DesignatedTeam == TEAM_NONE)) return result; if (actor->FriendPlayer == 0 && (!teamplay || actor->GetTeam() == TEAM_NONE)) return result;
if (result || !deathmatch) return true; if (result || !deathmatch) return true;
@ -3275,13 +3275,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_BossDeath)
{ {
if (type == NAME_Fatso) if (type == NAME_Fatso)
{ {
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, 0, 0, false); EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, -1, 0, false);
return; return;
} }
if (type == NAME_Arachnotron) if (type == NAME_Arachnotron)
{ {
EV_DoFloor (DFloor::floorRaiseByTexture, NULL, 667, FRACUNIT, 0, 0, 0, false); EV_DoFloor (DFloor::floorRaiseByTexture, NULL, 667, FRACUNIT, 0, -1, 0, false);
return; return;
} }
} }
@ -3290,11 +3290,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_BossDeath)
switch (level.flags & LEVEL_SPECACTIONSMASK) switch (level.flags & LEVEL_SPECACTIONSMASK)
{ {
case LEVEL_SPECLOWERFLOOR: case LEVEL_SPECLOWERFLOOR:
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, 0, 0, false); EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, -1, 0, false);
return; return;
case LEVEL_SPECLOWERFLOORTOHIGHEST: case LEVEL_SPECLOWERFLOORTOHIGHEST:
EV_DoFloor (DFloor::floorLowerToHighest, NULL, 666, FRACUNIT, 0, 0, 0, false); EV_DoFloor (DFloor::floorLowerToHighest, NULL, 666, FRACUNIT, 0, -1, 0, false);
return; return;
case LEVEL_SPECOPENDOOR: case LEVEL_SPECOPENDOOR:

View file

@ -320,7 +320,7 @@ manual_floor:
rtn = true; rtn = true;
floor = new DFloor (sec); floor = new DFloor (sec);
floor->m_Type = floortype; floor->m_Type = floortype;
floor->m_Crush = -1; floor->m_Crush = crush;
floor->m_Hexencrush = hexencrush; floor->m_Hexencrush = hexencrush;
floor->m_Speed = speed; floor->m_Speed = speed;
floor->m_ResetCount = 0; // [RH] floor->m_ResetCount = 0; // [RH]
@ -374,7 +374,6 @@ manual_floor:
break; break;
case DFloor::floorRaiseAndCrushDoom: case DFloor::floorRaiseAndCrushDoom:
floor->m_Crush = crush;
case DFloor::floorRaiseToLowestCeiling: case DFloor::floorRaiseToLowestCeiling:
floor->m_Direction = 1; floor->m_Direction = 1;
newheight = sec->FindLowestCeilingSurrounding (&spot); newheight = sec->FindLowestCeilingSurrounding (&spot);
@ -406,7 +405,6 @@ manual_floor:
break; break;
case DFloor::floorRaiseAndCrush: case DFloor::floorRaiseAndCrush:
floor->m_Crush = crush;
floor->m_Direction = 1; floor->m_Direction = 1;
newheight = sec->FindLowestCeilingPoint (&spot) - 8*FRACUNIT; newheight = sec->FindLowestCeilingPoint (&spot) - 8*FRACUNIT;
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight); floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);

View file

@ -100,10 +100,10 @@ void P_TouchSpecialThing (AActor *special, AActor *toucher)
return; return;
//Added by MC: Finished with this destination. //Added by MC: Finished with this destination.
if (toucher->player != NULL && toucher->player->isbot && special == toucher->player->dest) if (toucher->player != NULL && toucher->player->Bot != NULL && special == toucher->player->Bot->dest)
{ {
toucher->player->prev = toucher->player->dest; toucher->player->Bot->prev = toucher->player->Bot->dest;
toucher->player->dest = NULL; toucher->player->Bot->dest = NULL;
} }
special->Touch (toucher); special->Touch (toucher);
@ -593,7 +593,7 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
// even those caused by other monsters // even those caused by other monsters
players[0].killcount++; players[0].killcount++;
} }
if (player) if (player)
{ {
// [RH] Death messages // [RH] Death messages
@ -608,17 +608,17 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
//Added by MC: Respawn bots //Added by MC: Respawn bots
if (bglobal.botnum && consoleplayer == Net_Arbitrator && !demoplayback) if (bglobal.botnum && consoleplayer == Net_Arbitrator && !demoplayback)
{ {
if (player->isbot) if (player->Bot != NULL)
player->t_respawn = (pr_botrespawn()%15)+((bglobal.botnum-1)*2)+TICRATE+1; player->Bot->t_respawn = (pr_botrespawn()%15)+((bglobal.botnum-1)*2)+TICRATE+1;
//Added by MC: Discard enemies. //Added by MC: Discard enemies.
for (int i = 0; i < MAXPLAYERS; i++) for (int i = 0; i < MAXPLAYERS; i++)
{ {
if (players[i].isbot && this == players[i].enemy) if (players[i].Bot != NULL && this == players[i].Bot->enemy)
{ {
if (players[i].dest == players[i].enemy) if (players[i].Bot->dest == players[i].Bot->enemy)
players[i].dest = NULL; players[i].Bot->dest = NULL;
players[i].enemy = NULL; players[i].Bot->enemy = NULL;
} }
} }
@ -938,7 +938,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
FState * woundstate = NULL; FState * woundstate = NULL;
PainChanceList * pc = NULL; PainChanceList * pc = NULL;
bool justhit = false; bool justhit = false;
if (target == NULL || !((target->flags & MF_SHOOTABLE) || (target->flags6 & MF6_VULNERABLE))) if (target == NULL || !((target->flags & MF_SHOOTABLE) || (target->flags6 & MF6_VULNERABLE)))
{ // Shouldn't happen { // Shouldn't happen
return -1; return -1;
@ -1193,11 +1193,10 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
// //
if (player) if (player)
{ {
//Added by MC: Lets bots look allround for enemies if they survive an ambush.
//Added by MC: Lets bots look allround for enemies if they survive an ambush. if (player->Bot != NULL)
if (player->isbot)
{ {
player->allround = true; player->Bot->allround = true;
} }
// end of game hell hack // end of game hell hack
@ -1210,8 +1209,10 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
if (!(flags & DMG_FORCED)) if (!(flags & DMG_FORCED))
{ {
// check the real player, not a voodoo doll here for invulnerability effects // check the real player, not a voodoo doll here for invulnerability effects
if (damage < TELEFRAG_DAMAGE && ((player->mo->flags2 & MF2_INVULNERABLE) || if ((damage < TELEFRAG_DAMAGE && ((player->mo->flags2 & MF2_INVULNERABLE) ||
(player->cheats & CF_GODMODE))) (player->cheats & CF_GODMODE))) ||
(player->cheats & CF_GODMODE2) || (player->mo->flags5 & MF5_NODAMAGE))
//Absolutely no hurting if NODAMAGE is involved. Same for GODMODE2.
{ // player is invulnerable, so don't hurt him { // player is invulnerable, so don't hurt him
return -1; return -1;
} }
@ -1219,8 +1220,13 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
if (!(flags & DMG_NO_ARMOR) && player->mo->Inventory != NULL) if (!(flags & DMG_NO_ARMOR) && player->mo->Inventory != NULL)
{ {
int newdam = damage; int newdam = damage;
player->mo->Inventory->AbsorbDamage (damage, mod, newdam); player->mo->Inventory->AbsorbDamage(damage, mod, newdam);
damage = newdam; if (damage < TELEFRAG_DAMAGE)
{
// if we are telefragging don't let the damage value go below that magic value. Some further checks would fail otherwise.
damage = newdam;
}
if (damage <= 0) if (damage <= 0)
{ {
// If MF6_FORCEPAIN is set, make the player enter the pain state. // If MF6_FORCEPAIN is set, make the player enter the pain state.
@ -1233,7 +1239,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
} }
} }
if (damage >= player->health if (damage >= player->health && damage < TELEFRAG_DAMAGE
&& (G_SkillProperty(SKILLP_AutoUseHealth) || deathmatch) && (G_SkillProperty(SKILLP_AutoUseHealth) || deathmatch)
&& !player->morphTics) && !player->morphTics)
{ // Try to use some inventory health { // Try to use some inventory health
@ -1255,9 +1261,8 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
// This does not save the player if damage >= TELEFRAG_DAMAGE, still need to // This does not save the player if damage >= TELEFRAG_DAMAGE, still need to
// telefrag him right? ;) (Unfortunately the damage is "absorbed" by armor, // telefrag him right? ;) (Unfortunately the damage is "absorbed" by armor,
// but telefragging should still do enough damage to kill the player) // but telefragging should still do enough damage to kill the player)
if ((player->cheats & CF_BUDDHA) && damage < TELEFRAG_DAMAGE // Ignore players that are already dead.
// Ignore players that are already dead. if (((player->cheats & CF_BUDDHA2) || ((player->cheats & CF_BUDDHA) && damage < TELEFRAG_DAMAGE)) && player->playerstate != PST_DEAD)
&& player->playerstate != PST_DEAD)
{ {
// If this is a voodoo doll we need to handle the real player as well. // If this is a voodoo doll we need to handle the real player as well.
player->mo->health = target->health = player->health = 1; player->mo->health = target->health = player->health = 1;
@ -1317,43 +1322,52 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
if (target->health <= 0) if (target->health <= 0)
{ // Death {
target->special1 = damage; if ((target->flags7 & MF7_BUDDHA) && (damage < TELEFRAG_DAMAGE) && (!(inflictor->flags3 & MF7_FOILBUDDHA) && !(flags & DMG_FOILBUDDHA)))
{ //Make sure FOILINVUL flags work here too for monsters. Or perhaps consider a FOILBUDDHA flag...
// use inflictor's death type if it got one. target->health = 1;
if (inflictor && inflictor->DeathType != NAME_None) mod = inflictor->DeathType; }
else
// check for special fire damage or ice damage deaths
if (mod == NAME_Fire)
{ {
if (player && !player->morphTics)
{ // Check for flame death // Death
if (!inflictor || target->special1 = damage;
((target->health > -50) && (damage > 25)) ||
!(inflictor->flags5 & MF5_SPECIALFIREDAMAGE)) // use inflictor's death type if it got one.
if (inflictor && inflictor->DeathType != NAME_None) mod = inflictor->DeathType;
// check for special fire damage or ice damage deaths
if (mod == NAME_Fire)
{
if (player && !player->morphTics)
{ // Check for flame death
if (!inflictor ||
((target->health > -50) && (damage > 25)) ||
!(inflictor->flags5 & MF5_SPECIALFIREDAMAGE))
{
target->DamageType = NAME_Fire;
}
}
else
{ {
target->DamageType = NAME_Fire; target->DamageType = NAME_Fire;
} }
} }
else else
{ {
target->DamageType = NAME_Fire; target->DamageType = mod;
} }
} if (source && source->tracer && (source->flags5 & MF5_SUMMONEDMONSTER))
else { // Minotaur's kills go to his master
{ // Make sure still alive and not a pointer to fighter head
target->DamageType = mod; if (source->tracer->player && (source->tracer->player->mo == source->tracer))
} {
if (source && source->tracer && (source->flags5 & MF5_SUMMONEDMONSTER)) source = source->tracer;
{ // Minotaur's kills go to his master }
// Make sure still alive and not a pointer to fighter head
if (source->tracer->player && (source->tracer->player->mo == source->tracer))
{
source = source->tracer;
} }
target->Die (source, inflictor, flags);
return damage;
} }
target->Die (source, inflictor, flags);
return damage;
} }
woundstate = target->FindState(NAME_Wound, mod); woundstate = target->FindState(NAME_Wound, mod);
@ -1673,7 +1687,7 @@ void P_PoisonDamage (player_t *player, AActor *source, int damage,
target->health -= damage; target->health -= damage;
if (target->health <= 0) if (target->health <= 0)
{ // Death { // Death
if (player->cheats & CF_BUDDHA) if ((player->cheats & CF_BUDDHA && damage < TELEFRAG_DAMAGE) || (player->cheats & CF_BUDDHA2))
{ // [SP] Save the player... { // [SP] Save the player...
player->health = target->health = 1; player->health = target->health = 1;
} }
@ -1711,7 +1725,6 @@ void P_PoisonDamage (player_t *player, AActor *source, int damage,
P_SetMobjState(target, target->info->painstate); P_SetMobjState(target, target->info->painstate);
} }
*/ */
return;
} }

View file

@ -281,43 +281,43 @@ FUNC(LS_Generic_Door)
FUNC(LS_Floor_LowerByValue) FUNC(LS_Floor_LowerByValue)
// Floor_LowerByValue (tag, speed, height) // Floor_LowerByValue (tag, speed, height)
{ {
return EV_DoFloor (DFloor::floorLowerByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2, 0, 0, false); return EV_DoFloor (DFloor::floorLowerByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2, -1, 0, false);
} }
FUNC(LS_Floor_LowerToLowest) FUNC(LS_Floor_LowerToLowest)
// Floor_LowerToLowest (tag, speed) // Floor_LowerToLowest (tag, speed)
{ {
return EV_DoFloor (DFloor::floorLowerToLowest, ln, arg0, SPEED(arg1), 0, 0, 0, false); return EV_DoFloor (DFloor::floorLowerToLowest, ln, arg0, SPEED(arg1), 0, -1, 0, false);
} }
FUNC(LS_Floor_LowerToHighest) FUNC(LS_Floor_LowerToHighest)
// Floor_LowerToHighest (tag, speed, adjust, hereticlower) // Floor_LowerToHighest (tag, speed, adjust, hereticlower)
{ {
return EV_DoFloor (DFloor::floorLowerToHighest, ln, arg0, SPEED(arg1), (arg2-128)*FRACUNIT, 0, 0, false, arg3==1); return EV_DoFloor (DFloor::floorLowerToHighest, ln, arg0, SPEED(arg1), (arg2-128)*FRACUNIT, -1, 0, false, arg3==1);
} }
FUNC(LS_Floor_LowerToNearest) FUNC(LS_Floor_LowerToNearest)
// Floor_LowerToNearest (tag, speed) // Floor_LowerToNearest (tag, speed)
{ {
return EV_DoFloor (DFloor::floorLowerToNearest, ln, arg0, SPEED(arg1), 0, 0, 0, false); return EV_DoFloor (DFloor::floorLowerToNearest, ln, arg0, SPEED(arg1), 0, -1, 0, false);
} }
FUNC(LS_Floor_RaiseByValue) FUNC(LS_Floor_RaiseByValue)
// Floor_RaiseByValue (tag, speed, height) // Floor_RaiseByValue (tag, speed, height)
{ {
return EV_DoFloor (DFloor::floorRaiseByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2, 0, 0, false); return EV_DoFloor (DFloor::floorRaiseByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2, -1, 0, false);
} }
FUNC(LS_Floor_RaiseToHighest) FUNC(LS_Floor_RaiseToHighest)
// Floor_RaiseToHighest (tag, speed) // Floor_RaiseToHighest (tag, speed)
{ {
return EV_DoFloor (DFloor::floorRaiseToHighest, ln, arg0, SPEED(arg1), 0, 0, 0, false); return EV_DoFloor (DFloor::floorRaiseToHighest, ln, arg0, SPEED(arg1), 0, -1, 0, false);
} }
FUNC(LS_Floor_RaiseToNearest) FUNC(LS_Floor_RaiseToNearest)
// Floor_RaiseToNearest (tag, speed) // Floor_RaiseToNearest (tag, speed)
{ {
return EV_DoFloor (DFloor::floorRaiseToNearest, ln, arg0, SPEED(arg1), 0, 0, 0, false); return EV_DoFloor (DFloor::floorRaiseToNearest, ln, arg0, SPEED(arg1), 0, -1, 0, false);
} }
FUNC(LS_Floor_RaiseAndCrush) FUNC(LS_Floor_RaiseAndCrush)
@ -335,13 +335,13 @@ FUNC(LS_Floor_RaiseAndCrushDoom)
FUNC(LS_Floor_RaiseByValueTimes8) FUNC(LS_Floor_RaiseByValueTimes8)
// FLoor_RaiseByValueTimes8 (tag, speed, height) // FLoor_RaiseByValueTimes8 (tag, speed, height)
{ {
return EV_DoFloor (DFloor::floorRaiseByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2*8, 0, 0, false); return EV_DoFloor (DFloor::floorRaiseByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2*8, -1, 0, false);
} }
FUNC(LS_Floor_LowerByValueTimes8) FUNC(LS_Floor_LowerByValueTimes8)
// Floor_LowerByValueTimes8 (tag, speed, height) // Floor_LowerByValueTimes8 (tag, speed, height)
{ {
return EV_DoFloor (DFloor::floorLowerByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2*8, 0, 0, false); return EV_DoFloor (DFloor::floorLowerByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2*8, -1, 0, false);
} }
FUNC(LS_Floor_CrushStop) FUNC(LS_Floor_CrushStop)
@ -353,51 +353,51 @@ FUNC(LS_Floor_CrushStop)
FUNC(LS_Floor_LowerInstant) FUNC(LS_Floor_LowerInstant)
// Floor_LowerInstant (tag, unused, height) // Floor_LowerInstant (tag, unused, height)
{ {
return EV_DoFloor (DFloor::floorLowerInstant, ln, arg0, 0, arg2*FRACUNIT*8, 0, 0, false); return EV_DoFloor (DFloor::floorLowerInstant, ln, arg0, 0, arg2*FRACUNIT*8, -1, 0, false);
} }
FUNC(LS_Floor_RaiseInstant) FUNC(LS_Floor_RaiseInstant)
// Floor_RaiseInstant (tag, unused, height) // Floor_RaiseInstant (tag, unused, height)
{ {
return EV_DoFloor (DFloor::floorRaiseInstant, ln, arg0, 0, arg2*FRACUNIT*8, 0, 0, false); return EV_DoFloor (DFloor::floorRaiseInstant, ln, arg0, 0, arg2*FRACUNIT*8, -1, 0, false);
} }
FUNC(LS_Floor_MoveToValueTimes8) FUNC(LS_Floor_MoveToValueTimes8)
// Floor_MoveToValueTimes8 (tag, speed, height, negative) // Floor_MoveToValueTimes8 (tag, speed, height, negative)
{ {
return EV_DoFloor (DFloor::floorMoveToValue, ln, arg0, SPEED(arg1), return EV_DoFloor (DFloor::floorMoveToValue, ln, arg0, SPEED(arg1),
arg2*FRACUNIT*8*(arg3?-1:1), 0, 0, false); arg2*FRACUNIT*8*(arg3?-1:1), -1, 0, false);
} }
FUNC(LS_Floor_MoveToValue) FUNC(LS_Floor_MoveToValue)
// Floor_MoveToValue (tag, speed, height, negative) // Floor_MoveToValue (tag, speed, height, negative)
{ {
return EV_DoFloor (DFloor::floorMoveToValue, ln, arg0, SPEED(arg1), return EV_DoFloor (DFloor::floorMoveToValue, ln, arg0, SPEED(arg1),
arg2*FRACUNIT*(arg3?-1:1), 0, 0, false); arg2*FRACUNIT*(arg3?-1:1), -1, 0, false);
} }
FUNC(LS_Floor_RaiseToLowestCeiling) FUNC(LS_Floor_RaiseToLowestCeiling)
// Floor_RaiseToLowestCeiling (tag, speed) // Floor_RaiseToLowestCeiling (tag, speed)
{ {
return EV_DoFloor (DFloor::floorRaiseToLowestCeiling, ln, arg0, SPEED(arg1), 0, 0, 0, false); return EV_DoFloor (DFloor::floorRaiseToLowestCeiling, ln, arg0, SPEED(arg1), 0, -1, 0, false);
} }
FUNC(LS_Floor_RaiseByTexture) FUNC(LS_Floor_RaiseByTexture)
// Floor_RaiseByTexture (tag, speed) // Floor_RaiseByTexture (tag, speed)
{ {
return EV_DoFloor (DFloor::floorRaiseByTexture, ln, arg0, SPEED(arg1), 0, 0, 0, false); return EV_DoFloor (DFloor::floorRaiseByTexture, ln, arg0, SPEED(arg1), 0, -1, 0, false);
} }
FUNC(LS_Floor_RaiseByValueTxTy) FUNC(LS_Floor_RaiseByValueTxTy)
// Floor_RaiseByValueTxTy (tag, speed, height) // Floor_RaiseByValueTxTy (tag, speed, height)
{ {
return EV_DoFloor (DFloor::floorRaiseAndChange, ln, arg0, SPEED(arg1), arg2*FRACUNIT, 0, 0, false); return EV_DoFloor (DFloor::floorRaiseAndChange, ln, arg0, SPEED(arg1), arg2*FRACUNIT, -1, 0, false);
} }
FUNC(LS_Floor_LowerToLowestTxTy) FUNC(LS_Floor_LowerToLowestTxTy)
// Floor_LowerToLowestTxTy (tag, speed) // Floor_LowerToLowestTxTy (tag, speed)
{ {
return EV_DoFloor (DFloor::floorLowerAndChange, ln, arg0, SPEED(arg1), arg2*FRACUNIT, 0, 0, false); return EV_DoFloor (DFloor::floorLowerAndChange, ln, arg0, SPEED(arg1), arg2*FRACUNIT, -1, 0, false);
} }
FUNC(LS_Floor_Waggle) FUNC(LS_Floor_Waggle)
@ -1764,7 +1764,7 @@ FUNC(LS_FloorAndCeiling_LowerRaise)
// more or less unintuitive value for the fourth arg to trigger Boom's broken behavior // more or less unintuitive value for the fourth arg to trigger Boom's broken behavior
if (arg3 != 1998 || !res) // (1998 for the year in which Boom was released... :P) if (arg3 != 1998 || !res) // (1998 for the year in which Boom was released... :P)
{ {
res |= EV_DoFloor (DFloor::floorLowerToLowest, ln, arg0, SPEED(arg1), 0, 0, 0, false); res |= EV_DoFloor (DFloor::floorLowerToLowest, ln, arg0, SPEED(arg1), 0, -1, 0, false);
} }
return res; return res;
} }

View file

@ -559,6 +559,7 @@ enum EDmgFlags
DMG_NO_FACTOR = 16, DMG_NO_FACTOR = 16,
DMG_PLAYERATTACK = 32, DMG_PLAYERATTACK = 32,
DMG_FOILINVUL = 64, DMG_FOILINVUL = 64,
DMG_FOILBUDDHA = 128,
}; };

View file

@ -198,7 +198,7 @@ void P_GetFloorCeilingZ(FCheckPosition &tmf, int flags)
if (ff_top > tmf.floorz) if (ff_top > tmf.floorz)
{ {
if (ff_top <= tmf.z || (!(flags && FFCF_3DRESTRICT) && (tmf.thing != NULL && ff_bottom < tmf.z && ff_top < tmf.z + tmf.thing->MaxStepHeight))) if (ff_top <= tmf.z || (!(flags & FFCF_3DRESTRICT) && (tmf.thing != NULL && ff_bottom < tmf.z && ff_top < tmf.z + tmf.thing->MaxStepHeight)))
{ {
tmf.dropoffz = tmf.floorz = ff_top; tmf.dropoffz = tmf.floorz = ff_top;
tmf.floorpic = *rover->top.texture; tmf.floorpic = *rover->top.texture;
@ -1111,24 +1111,27 @@ bool PIT_CheckThing(AActor *thing, FCheckPosition &tm)
// cases where they are clearly supposed to do that // cases where they are clearly supposed to do that
if (thing->IsFriend(tm.thing->target)) if (thing->IsFriend(tm.thing->target))
{ {
// Friends never harm each other // Friends never harm each other, unless the shooter has the HARMFRIENDS set.
return false; if (!(thing->flags7 & MF7_HARMFRIENDS)) return false;
} }
if (thing->TIDtoHate != 0 && thing->TIDtoHate == tm.thing->target->TIDtoHate) else
{ {
// [RH] Don't hurt monsters that hate the same thing as you do if (thing->TIDtoHate != 0 && thing->TIDtoHate == tm.thing->target->TIDtoHate)
return false;
}
if (thing->GetSpecies() == tm.thing->target->GetSpecies() && !(thing->flags6 & MF6_DOHARMSPECIES))
{
// Don't hurt same species or any relative -
// but only if the target isn't one's hostile.
if (!thing->IsHostile(tm.thing->target))
{ {
// Allow hurting monsters the shooter hates. // [RH] Don't hurt monsters that hate the same thing as you do
if (thing->tid == 0 || tm.thing->target->TIDtoHate != thing->tid) return false;
}
if (thing->GetSpecies() == tm.thing->target->GetSpecies() && !(thing->flags6 & MF6_DOHARMSPECIES))
{
// Don't hurt same species or any relative -
// but only if the target isn't one's hostile.
if (!thing->IsHostile(tm.thing->target))
{ {
return false; // Allow hurting monsters the shooter hates.
if (thing->tid == 0 || tm.thing->target->TIDtoHate != thing->tid)
{
return false;
}
} }
} }
} }
@ -1919,13 +1922,13 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
} }
//Added by MC: To prevent bot from getting into dangerous sectors. //Added by MC: To prevent bot from getting into dangerous sectors.
if (thing->player && thing->player->isbot && thing->flags & MF_SHOOTABLE) if (thing->player && thing->player->Bot != NULL && thing->flags & MF_SHOOTABLE)
{ {
if (tm.sector != thing->Sector if (tm.sector != thing->Sector
&& bglobal.IsDangerous(tm.sector)) && bglobal.IsDangerous(tm.sector))
{ {
thing->player->prev = thing->player->dest; thing->player->Bot->prev = thing->player->Bot->dest;
thing->player->dest = NULL; thing->player->Bot->dest = NULL;
thing->velx = 0; thing->velx = 0;
thing->vely = 0; thing->vely = 0;
thing->z = oldz; thing->z = oldz;
@ -2157,7 +2160,7 @@ bool P_CheckMove(AActor *thing, fixed_t x, fixed_t y)
{ // too big a step up { // too big a step up
return false; return false;
} }
else if ((thing->flags & MF_MISSILE) && !(thing->flags6 && MF6_STEPMISSILE) && tm.floorz > newz) else if ((thing->flags & MF_MISSILE) && !(thing->flags6 & MF6_STEPMISSILE) && tm.floorz > newz)
{ // [RH] Don't let normal missiles climb steps { // [RH] Don't let normal missiles climb steps
return false; return false;
} }

View file

@ -1199,13 +1199,7 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
if (nextstate == NULL) nextstate = mo->FindState(NAME_Death, NAME_Extreme); if (nextstate == NULL) nextstate = mo->FindState(NAME_Death, NAME_Extreme);
} }
if (nextstate == NULL) nextstate = mo->FindState(NAME_Death); if (nextstate == NULL) nextstate = mo->FindState(NAME_Death);
mo->SetState (nextstate);
if (mo->ObjectFlags & OF_EuthanizeMe)
{
return;
}
if (line != NULL && line->special == Line_Horizon && !(mo->flags3 & MF3_SKYEXPLODE)) if (line != NULL && line->special == Line_Horizon && !(mo->flags3 & MF3_SKYEXPLODE))
{ {
// [RH] Don't explode missiles on horizon lines. // [RH] Don't explode missiles on horizon lines.
@ -1280,8 +1274,17 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
} }
} }
if (nextstate != NULL) // play the sound before changing the state, so that AActor::Destroy can call S_RelinkSounds on it and the death state can override it.
if (mo->DeathSound)
{ {
S_Sound (mo, CHAN_VOICE, mo->DeathSound, 1,
(mo->flags3 & MF3_FULLVOLDEATH) ? ATTN_NONE : ATTN_NORM);
}
mo->SetState (nextstate);
if (!(mo->ObjectFlags & OF_EuthanizeMe))
{
// The rest only applies if the missile actor still exists.
// [RH] Change render style of exploding rockets // [RH] Change render style of exploding rockets
if (mo->flags5 & MF5_DEHEXPLOSION) if (mo->flags5 & MF5_DEHEXPLOSION)
{ {
@ -1314,11 +1317,6 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
mo->flags &= ~MF_MISSILE; mo->flags &= ~MF_MISSILE;
if (mo->DeathSound)
{
S_Sound (mo, CHAN_VOICE, mo->DeathSound, 1,
(mo->flags3 & MF3_FULLVOLDEATH) ? ATTN_NONE : ATTN_NORM);
}
} }
} }
@ -3116,7 +3114,7 @@ void AActor::Tick ()
special2++; special2++;
} }
//Added by MC: Freeze mode. //Added by MC: Freeze mode.
if (bglobal.freeze && !(player && !player->isbot)) if (bglobal.freeze && !(player && player->Bot == NULL))
{ {
return; return;
} }
@ -3237,18 +3235,18 @@ void AActor::Tick ()
bglobal.m_Thinking = true; bglobal.m_Thinking = true;
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
{ {
if (!playeringame[i] || !players[i].isbot) if (!playeringame[i] || players[i].Bot == NULL)
continue; continue;
if (flags3 & MF3_ISMONSTER) if (flags3 & MF3_ISMONSTER)
{ {
if (health > 0 if (health > 0
&& !players[i].enemy && !players[i].Bot->enemy
&& player ? !IsTeammate (players[i].mo) : true && player ? !IsTeammate (players[i].mo) : true
&& P_AproxDistance (players[i].mo->x-x, players[i].mo->y-y) < MAX_MONSTER_TARGET_DIST && P_AproxDistance (players[i].mo->x-x, players[i].mo->y-y) < MAX_MONSTER_TARGET_DIST
&& P_CheckSight (players[i].mo, this, SF_SEEPASTBLOCKEVERYTHING)) && P_CheckSight (players[i].mo, this, SF_SEEPASTBLOCKEVERYTHING))
{ //Probably a monster, so go kill it. { //Probably a monster, so go kill it.
players[i].enemy = this; players[i].Bot->enemy = this;
} }
} }
else if (flags & MF_SPECIAL) else if (flags & MF_SPECIAL)
@ -3260,10 +3258,10 @@ void AActor::Tick ()
} }
else if (flags & MF_MISSILE) else if (flags & MF_MISSILE)
{ {
if (!players[i].missile && (flags3 & MF3_WARNBOT)) if (!players[i].Bot->missile && (flags3 & MF3_WARNBOT))
{ //warn for incoming missiles. { //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; players[i].Bot->missile = this;
} }
} }
} }
@ -5018,10 +5016,11 @@ void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AAc
cls = cls->ParentClass; cls = cls->ParentClass;
} }
} }
statedone:
if (!(bloodtype <= 1)) th->renderflags |= RF_INVISIBLE;
} }
statedone:
if (!(bloodtype <= 1)) th->renderflags |= RF_INVISIBLE;
if (bloodtype >= 1) if (bloodtype >= 1)
P_DrawSplash2 (40, x, y, z, dir, 2, bloodcolor); P_DrawSplash2 (40, x, y, z, dir, 2, bloodcolor);
} }
@ -5857,22 +5856,41 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
return NULL; return NULL;
} }
int AActor::GetTeam()
{
if (player)
{
return player->userinfo.GetTeam();
}
int myTeam = DesignatedTeam;
// Check for monsters that belong to a player on the team but aren't part of the team themselves.
if (myTeam == TEAM_NONE && FriendPlayer != 0)
{
myTeam = players[FriendPlayer - 1].userinfo.GetTeam();
}
return myTeam;
}
bool AActor::IsTeammate (AActor *other) bool AActor::IsTeammate (AActor *other)
{ {
if (!other) if (!other)
{
return false; return false;
}
else if (!deathmatch && player && other->player) else if (!deathmatch && player && other->player)
return true;
int myTeam = DesignatedTeam;
int otherTeam = other->DesignatedTeam;
if (player)
myTeam = player->userinfo.GetTeam();
if (other->player)
otherTeam = other->player->userinfo.GetTeam();
if (teamplay && myTeam != TEAM_NONE && myTeam == otherTeam)
{ {
return true; return true;
} }
else if (teamplay)
{
int myTeam = GetTeam();
int otherTeam = other->GetTeam();
return (myTeam != TEAM_NONE && myTeam == otherTeam);
}
return false; return false;
} }

View file

@ -227,7 +227,7 @@ void P_FireWeapon (player_t *player, FState *state)
// [SO] 9/2/02: People were able to do an awful lot of damage // [SO] 9/2/02: People were able to do an awful lot of damage
// when they were observers... // when they were observers...
if (!player->isbot && bot_observer) if (player->Bot == NULL && bot_observer)
{ {
return; return;
} }
@ -263,7 +263,7 @@ void P_FireWeaponAlt (player_t *player, FState *state)
// [SO] 9/2/02: People were able to do an awful lot of damage // [SO] 9/2/02: People were able to do an awful lot of damage
// when they were observers... // when they were observers...
if (!player->isbot && bot_observer) if (player->Bot == NULL && bot_observer)
{ {
return; return;
} }
@ -298,7 +298,7 @@ void P_FireWeaponAlt (player_t *player, FState *state)
void P_ReloadWeapon (player_t *player, FState *state) void P_ReloadWeapon (player_t *player, FState *state)
{ {
AWeapon *weapon; AWeapon *weapon;
if (!player->isbot && bot_observer) if (player->Bot == NULL && bot_observer)
{ {
return; return;
} }
@ -329,7 +329,7 @@ void P_ReloadWeapon (player_t *player, FState *state)
void P_ZoomWeapon (player_t *player, FState *state) void P_ZoomWeapon (player_t *player, FState *state)
{ {
AWeapon *weapon; AWeapon *weapon;
if (!player->isbot && bot_observer) if (player->Bot == NULL && bot_observer)
{ {
return; return;
} }

View file

@ -271,7 +271,7 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
dst->cheats |= chasecam; dst->cheats |= chasecam;
if (dst->isbot) if (dst->Bot != NULL)
{ {
botinfo_t *thebot = bglobal.botinfo; botinfo_t *thebot = bglobal.botinfo;
while (thebot && stricmp (name, thebot->name)) while (thebot && stricmp (name, thebot->name))
@ -283,7 +283,6 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
thebot->inuse = true; thebot->inuse = true;
} }
bglobal.botnum++; bglobal.botnum++;
bglobal.botingame[dst - players] = true;
dst->userinfo.TransferFrom(uibackup2); dst->userinfo.TransferFrom(uibackup2);
} }
else else

View file

@ -4175,6 +4175,7 @@ static void P_Shutdown ()
P_FreeLevelData (); P_FreeLevelData ();
P_FreeExtraLevelData (); P_FreeExtraLevelData ();
ST_Clear(); ST_Clear();
bglobal.DestroyAllBots ();
} }
#if 0 #if 0

View file

@ -39,6 +39,7 @@
#include "cmdlib.h" #include "cmdlib.h"
#include "i_system.h" #include "i_system.h"
#include "c_dispatch.h" #include "c_dispatch.h"
#include "v_text.h"
#include "thingdef/thingdef.h" #include "thingdef/thingdef.h"
// Each state is owned by an actor. Actors can own any number of // Each state is owned by an actor. Actors can own any number of
@ -699,6 +700,10 @@ FState *FStateDefinitions::ResolveGotoLabel (AActor *actor, const PClass *mytype
{ {
I_Error ("Attempt to get invalid state %s from actor %s.", label, type->TypeName.GetChars()); I_Error ("Attempt to get invalid state %s from actor %s.", label, type->TypeName.GetChars());
} }
else
{
Printf (TEXTCOLOR_RED "Attempt to get invalid state %s from actor %s.\n", label, type->TypeName.GetChars());
}
delete[] namestart; // free the allocated string buffer delete[] namestart; // free the allocated string buffer
return state; return state;
} }

View file

@ -120,7 +120,7 @@ void P_Ticker (void)
for (i = 0; i<MAXPLAYERS; i++) for (i = 0; i<MAXPLAYERS; i++)
if (playeringame[i] && if (playeringame[i] &&
/*Added by MC: Freeze mode.*/!(bglobal.freeze && players[i].isbot)) /*Added by MC: Freeze mode.*/!(bglobal.freeze && players[i].Bot != NULL))
P_PlayerThink (&players[i]); P_PlayerThink (&players[i]);
StatusBar->Tick (); // [RH] moved this here StatusBar->Tick (); // [RH] moved this here

View file

@ -366,7 +366,7 @@ bool FTraceInfo::TraceTraverse (int ptflags)
Results->HitTexture = CurSector->GetTexture(sector_t::ceiling); Results->HitTexture = CurSector->GetTexture(sector_t::ceiling);
} }
else if (entersector == NULL || else if (entersector == NULL ||
hitz <= bf || hitz >= bc || hitz < bf || hitz > bc ||
in->d.line->flags & WallMask) in->d.line->flags & WallMask)
{ // hit the wall { // hit the wall
Results->HitType = TRACE_HitWall; Results->HitType = TRACE_HitWall;

View file

@ -293,28 +293,7 @@ player_t::player_t()
respawn_time(0), respawn_time(0),
camera(0), camera(0),
air_finished(0), air_finished(0),
savedyaw(0), Bot(0),
savedpitch(0),
angle(0),
dest(0),
prev(0),
enemy(0),
missile(0),
mate(0),
last_mate(0),
t_active(0),
t_respawn(0),
t_strafe(0),
t_react(0),
t_fight(0),
t_roam(0),
t_rocket(0),
isbot(0),
first_shot(0),
sleft(0),
allround(0),
oldx(0),
oldy(0),
BlendR(0), BlendR(0),
BlendG(0), BlendG(0),
BlendB(0), BlendB(0),
@ -333,7 +312,6 @@ player_t::player_t()
memset (&cmd, 0, sizeof(cmd)); memset (&cmd, 0, sizeof(cmd));
memset (frags, 0, sizeof(frags)); memset (frags, 0, sizeof(frags));
memset (psprites, 0, sizeof(psprites)); memset (psprites, 0, sizeof(psprites));
memset (&skill, 0, sizeof(skill));
} }
player_t &player_t::operator=(const player_t &p) player_t &player_t::operator=(const player_t &p)
@ -401,30 +379,8 @@ player_t &player_t::operator=(const player_t &p)
camera = p.camera; camera = p.camera;
air_finished = p.air_finished; air_finished = p.air_finished;
LastDamageType = p.LastDamageType; LastDamageType = p.LastDamageType;
savedyaw = p.savedyaw; Bot = p.Bot;
savedpitch = p.savedpitch;
angle = p.angle;
dest = p.dest;
prev = p.prev;
enemy = p.enemy;
missile = p.missile;
mate = p.mate;
last_mate = p.last_mate;
settings_controller = p.settings_controller; settings_controller = p.settings_controller;
skill = p.skill;
t_active = p.t_active;
t_respawn = p.t_respawn;
t_strafe = p.t_strafe;
t_react = p.t_react;
t_fight = p.t_fight;
t_roam = p.t_roam;
t_rocket = p.t_rocket;
isbot = p.isbot;
first_shot = p.first_shot;
sleft = p.sleft;
allround = p.allround;
oldx = p.oldx;
oldy = p.oldy;
BlendR = p.BlendR; BlendR = p.BlendR;
BlendG = p.BlendG; BlendG = p.BlendG;
BlendB = p.BlendB; BlendB = p.BlendB;
@ -466,12 +422,7 @@ size_t player_t::FixPointers (const DObject *old, DObject *rep)
if (*&poisoner == old) poisoner = replacement, changed++; if (*&poisoner == old) poisoner = replacement, changed++;
if (*&attacker == old) attacker = replacement, changed++; if (*&attacker == old) attacker = replacement, changed++;
if (*&camera == old) camera = replacement, changed++; if (*&camera == old) camera = replacement, changed++;
if (*&dest == old) dest = replacement, changed++; if (*&Bot == old) Bot = static_cast<DBot *>(rep), changed++;
if (*&prev == old) prev = replacement, changed++;
if (*&enemy == old) enemy = replacement, changed++;
if (*&missile == old) missile = replacement, changed++;
if (*&mate == old) mate = replacement, changed++;
if (*&last_mate == old) last_mate = replacement, changed++;
if (ReadyWeapon == old) ReadyWeapon = static_cast<AWeapon *>(rep), changed++; if (ReadyWeapon == old) ReadyWeapon = static_cast<AWeapon *>(rep), changed++;
if (PendingWeapon == old) PendingWeapon = static_cast<AWeapon *>(rep), changed++; if (PendingWeapon == old) PendingWeapon = static_cast<AWeapon *>(rep), changed++;
if (*&PremorphWeapon == old) PremorphWeapon = static_cast<AWeapon *>(rep), changed++; if (*&PremorphWeapon == old) PremorphWeapon = static_cast<AWeapon *>(rep), changed++;
@ -486,12 +437,7 @@ size_t player_t::PropagateMark()
GC::Mark(poisoner); GC::Mark(poisoner);
GC::Mark(attacker); GC::Mark(attacker);
GC::Mark(camera); GC::Mark(camera);
GC::Mark(dest); GC::Mark(Bot);
GC::Mark(prev);
GC::Mark(enemy);
GC::Mark(missile);
GC::Mark(mate);
GC::Mark(last_mate);
GC::Mark(ReadyWeapon); GC::Mark(ReadyWeapon);
GC::Mark(ConversationNPC); GC::Mark(ConversationNPC);
GC::Mark(ConversationPC); GC::Mark(ConversationPC);
@ -740,10 +686,10 @@ void APlayerPawn::SetupWeaponSlots()
// If we're the local player, then there's a bit more work to do. // If we're the local player, then there's a bit more work to do.
// This also applies if we're a bot and this is the net arbitrator. // This also applies if we're a bot and this is the net arbitrator.
if (player - players == consoleplayer || if (player - players == consoleplayer ||
(player->isbot && consoleplayer == Net_Arbitrator)) (player->Bot != NULL && consoleplayer == Net_Arbitrator))
{ {
FWeaponSlots local_slots(player->weapons); FWeaponSlots local_slots(player->weapons);
if (player->isbot) if (player->Bot != NULL)
{ // Bots only need weapons from KEYCONF, not INI modifications. { // Bots only need weapons from KEYCONF, not INI modifications.
P_PlaybackKeyConfWeapons(&local_slots); P_PlaybackKeyConfWeapons(&local_slots);
} }
@ -1257,9 +1203,6 @@ void APlayerPawn::GiveDefaultInventory ()
{ {
if (player == NULL) return; if (player == NULL) return;
// [GRB] Give inventory specified in DECORATE
player->health = GetDefault ()->health;
// HexenArmor must always be the first item in the inventory because // HexenArmor must always be the first item in the inventory because
// it provides player class based protection that should not affect // it provides player class based protection that should not affect
// any other protection item. // any other protection item.
@ -2175,7 +2118,7 @@ void P_DeathThink (player_t *player)
if ((player->cmd.ucmd.buttons & BT_USE || if ((player->cmd.ucmd.buttons & BT_USE ||
((multiplayer || alwaysapplydmflags) && (dmflags & DF_FORCE_RESPAWN))) && !(dmflags2 & DF2_NO_RESPAWN)) ((multiplayer || alwaysapplydmflags) && (dmflags & DF_FORCE_RESPAWN))) && !(dmflags2 & DF2_NO_RESPAWN))
{ {
if (level.time >= player->respawn_time || ((player->cmd.ucmd.buttons & BT_USE) && !player->isbot)) if (level.time >= player->respawn_time || ((player->cmd.ucmd.buttons & BT_USE) && player->Bot == NULL))
{ {
player->cls = NULL; // Force a new class if the player is using a random class player->cls = NULL; // Force a new class if the player is using a random class
player->playerstate = (multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN)) ? PST_REBORN : PST_ENTER; player->playerstate = (multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN)) ? PST_REBORN : PST_ENTER;
@ -3007,9 +2950,17 @@ void player_t::Serialize (FArchive &arc)
<< respawn_time << respawn_time
<< air_finished << air_finished
<< turnticks << turnticks
<< oldbuttons << oldbuttons;
<< isbot bool IsBot;
<< BlendR if (SaveVersion >= 4514)
{
arc << Bot;
}
else
{
arc << IsBot;
}
arc << BlendR
<< BlendG << BlendG
<< BlendB << BlendB
<< BlendA; << BlendA;
@ -3092,32 +3043,31 @@ void player_t::Serialize (FArchive &arc)
onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF) || (cheats & CF_NOCLIP2); onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF) || (cheats & CF_NOCLIP2);
} }
if (isbot) if (SaveVersion < 4514 && IsBot)
{ {
arc << angle Bot = new DBot;
<< dest GC::WriteBarrier (Bot);
<< prev
<< enemy arc << Bot->angle
<< missile << Bot->dest
<< mate << Bot->prev
<< last_mate << Bot->enemy
<< skill << Bot->missile
<< t_active << Bot->mate
<< t_respawn << Bot->last_mate
<< t_strafe << Bot->skill
<< t_react << Bot->t_active
<< t_fight << Bot->t_respawn
<< t_roam << Bot->t_strafe
<< t_rocket << Bot->t_react
<< first_shot << Bot->t_fight
<< sleft << Bot->t_roam
<< allround << Bot->t_rocket
<< oldx << Bot->first_shot
<< oldy; << Bot->sleft
} << Bot->allround
else << Bot->oldx
{ << Bot->oldy;
dest = prev = enemy = missile = mate = last_mate = NULL;
} }
if (arc.IsLoading ()) if (arc.IsLoading ())
{ {

View file

@ -1575,7 +1575,7 @@ void S_RelinkSound (AActor *from, AActor *to)
{ {
chan->Actor = to; chan->Actor = to;
} }
else if (!(chan->ChanFlags & CHAN_LOOP)) else if (!(chan->ChanFlags & CHAN_LOOP) && !(compatflags2 & COMPATF2_SOUNDCUTOFF))
{ {
chan->Actor = NULL; chan->Actor = NULL;
chan->SourceType = SOURCE_Unattached; chan->SourceType = SOURCE_Unattached;

View file

@ -38,6 +38,7 @@
#include "templates.h" #include "templates.h"
#include "doomdef.h" #include "doomdef.h"
#include "m_swap.h" #include "m_swap.h"
#include "doomerrors.h"
// MACROS ------------------------------------------------------------------ // MACROS ------------------------------------------------------------------
@ -277,7 +278,16 @@ MIDIDevice *MIDIStreamer::CreateMIDIDevice(EMidiDevice devtype) const
return new TimidityMIDIDevice; return new TimidityMIDIDevice;
case MDEV_OPL: case MDEV_OPL:
return new OPLMIDIDevice; try
{
return new OPLMIDIDevice;
}
catch (CRecoverableError &err)
{
// The creation of an OPL MIDI device can abort with an error if no GENMIDI lump can be found.
Printf("Unable to create OPL MIDI device: %s\nFalling back to FModEx playback", err.GetMessage());
return new FMODMIDIDevice;
}
case MDEV_TIMIDITY: case MDEV_TIMIDITY:
return new TimidityPPMIDIDevice; return new TimidityPPMIDIDevice;

View file

@ -2912,6 +2912,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn)
self->flags3 = (defs->flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (self->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)); self->flags3 = (defs->flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (self->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS));
self->flags4 = (defs->flags4 & ~MF4_NOHATEPLAYERS) | (self->flags4 & MF4_NOHATEPLAYERS); self->flags4 = (defs->flags4 & ~MF4_NOHATEPLAYERS) | (self->flags4 & MF4_NOHATEPLAYERS);
self->flags5 = defs->flags5; self->flags5 = defs->flags5;
self->flags6 = defs->flags6;
self->flags7 = defs->flags7;
self->SetState (self->SpawnState); self->SetState (self->SpawnState);
self->renderflags &= ~RF_INVISIBLE; self->renderflags &= ~RF_INVISIBLE;
@ -4348,12 +4350,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
ACTION_PARAM_INT(flags, 5); ACTION_PARAM_INT(flags, 5);
ACTION_PARAM_STATE(success_state, 6); ACTION_PARAM_STATE(success_state, 6);
fixed_t
oldx,
oldy,
oldz;
AActor *reference = COPY_AAPTR(self, destination_selector); AActor *reference = COPY_AAPTR(self, destination_selector);
if (!reference) if (!reference)
@ -4362,6 +4358,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
return; return;
} }
fixed_t oldx = self->x;
fixed_t oldy = self->y;
fixed_t oldz = self->z;
if (!(flags & WARPF_ABSOLUTEANGLE)) if (!(flags & WARPF_ABSOLUTEANGLE))
{ {
angle += (flags & WARPF_USECALLERANGLE) ? self->angle : reference->angle; angle += (flags & WARPF_USECALLERANGLE) ? self->angle : reference->angle;
@ -4371,20 +4371,16 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
if (!(flags & WARPF_ABSOLUTEOFFSET)) if (!(flags & WARPF_ABSOLUTEOFFSET))
{ {
angle_t fineangle = angle >> ANGLETOFINESHIFT; angle_t fineangle = angle >> ANGLETOFINESHIFT;
oldx = xofs; fixed_t xofs1 = xofs;
// (borrowed from A_SpawnItemEx, assumed workable) // (borrowed from A_SpawnItemEx, assumed workable)
// in relative mode negative y values mean 'left' and positive ones mean 'right' // in relative mode negative y values mean 'left' and positive ones mean 'right'
// This is the inverse orientation of the absolute mode! // This is the inverse orientation of the absolute mode!
xofs = FixedMul(oldx, finecosine[fineangle]) + FixedMul(yofs, finesine[fineangle]); xofs = FixedMul(xofs1, finecosine[fineangle]) + FixedMul(yofs, finesine[fineangle]);
yofs = FixedMul(oldx, finesine[fineangle]) - FixedMul(yofs, finecosine[fineangle]); yofs = FixedMul(xofs1, finesine[fineangle]) - FixedMul(yofs, finecosine[fineangle]);
} }
oldx = self->x;
oldy = self->y;
oldz = self->z;
if (flags & WARPF_TOFLOOR) if (flags & WARPF_TOFLOOR)
{ {
// set correct xy // set correct xy
@ -4835,43 +4831,26 @@ enum DMSS
DMSS_AFFECTARMOR = 2, DMSS_AFFECTARMOR = 2,
DMSS_KILL = 4, DMSS_KILL = 4,
DMSS_NOFACTOR = 8, DMSS_NOFACTOR = 8,
DMSS_FOILBUDDHA = 16,
}; };
static void DoDamage(AActor *dmgtarget, AActor *self, int amount, FName DamageType, int flags) static void DoDamage(AActor *dmgtarget, AActor *self, int amount, FName DamageType, int flags)
{ {
if ((amount > 0) || (flags & DMSS_KILL)) int dmgFlags = 0;
{ if (flags & DMSS_FOILINVUL)
if (!(dmgtarget->flags2 & MF2_INVULNERABLE) || (flags & DMSS_FOILINVUL)) dmgFlags += DMG_FOILINVUL;
{ if (flags & DMSS_FOILBUDDHA)
if (flags & DMSS_KILL) dmgFlags += DMG_FOILBUDDHA;
{ if ((flags & DMSS_KILL) || (flags & DMSS_NOFACTOR)) //Kill implies NoFactor
P_DamageMobj(dmgtarget, self, self, dmgtarget->health, DamageType, DMG_NO_FACTOR | DMG_NO_ARMOR | DMG_FOILINVUL); dmgFlags += DMG_NO_FACTOR;
} if (!(flags & DMSS_AFFECTARMOR) || (flags & DMSS_KILL)) //Kill overrides AffectArmor
if (flags & DMSS_AFFECTARMOR) dmgFlags += DMG_NO_ARMOR;
{ if (flags & DMSS_KILL) //Kill adds the value of the damage done to it. Allows for more controlled extreme death types.
if (flags & DMSS_NOFACTOR) amount += dmgtarget->health;
{
P_DamageMobj(dmgtarget, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_FACTOR); if (amount > 0)
} P_DamageMobj(dmgtarget, self, self, amount, DamageType, dmgFlags); //Should wind up passing them through just fine.
else
{
P_DamageMobj(dmgtarget, self, self, amount, DamageType, DMG_FOILINVUL);
}
}
else
{
if (flags & DMSS_NOFACTOR)
{
P_DamageMobj(dmgtarget, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR | DMG_NO_FACTOR);
}
//[MC] DMG_FOILINVUL is needed for making the damage occur on the actor.
else
{
P_DamageMobj(dmgtarget, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR);
}
}
}
}
else if (amount < 0) else if (amount < 0)
{ {
amount = -amount; amount = -amount;
@ -4995,30 +4974,32 @@ enum KILS
KILS_FOILINVUL = 1 << 0, KILS_FOILINVUL = 1 << 0,
KILS_KILLMISSILES = 1 << 1, KILS_KILLMISSILES = 1 << 1,
KILS_NOMONSTERS = 1 << 2, KILS_NOMONSTERS = 1 << 2,
KILS_FOILBUDDHA = 1 << 3,
}; };
static void DoKill(AActor *killtarget, AActor *self, FName damagetype, int flags) static void DoKill(AActor *killtarget, AActor *self, FName damagetype, int flags)
{ {
int dmgFlags = DMG_NO_ARMOR + DMG_NO_FACTOR;
if (KILS_FOILINVUL)
dmgFlags += DMG_FOILINVUL;
if (KILS_FOILBUDDHA)
dmgFlags += DMG_FOILBUDDHA;
if ((killtarget->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES)) if ((killtarget->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES))
{ {
//[MC] Now that missiles can set masters, lets put in a check to properly destroy projectiles. BUT FIRST! New feature~! //[MC] Now that missiles can set masters, lets put in a check to properly destroy projectiles. BUT FIRST! New feature~!
//Check to see if it's invulnerable. Disregarded if foilinvul is on, but never works on a missile with NODAMAGE //Check to see if it's invulnerable. Disregarded if foilinvul is on, but never works on a missile with NODAMAGE
//since that's the whole point of it. //since that's the whole point of it.
if ((!(killtarget->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) && !(killtarget->flags5 & MF5_NODAMAGE)) if ((!(killtarget->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) &&
(!(killtarget->flags2 & MF7_BUDDHA) || (flags & KILS_FOILBUDDHA)) && !(killtarget->flags5 & MF5_NODAMAGE))
{ {
P_ExplodeMissile(killtarget, NULL, NULL); P_ExplodeMissile(killtarget, NULL, NULL);
} }
} }
if (!(flags & KILS_NOMONSTERS)) if (!(flags & KILS_NOMONSTERS))
{ {
if (flags & KILS_FOILINVUL) P_DamageMobj(killtarget, self, self, killtarget->health, damagetype, dmgFlags);
{
P_DamageMobj(killtarget, self, self, killtarget->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR | DMG_FOILINVUL);
}
else
{
P_DamageMobj(killtarget, self, self, killtarget->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
}
} }
} }

View file

@ -241,6 +241,9 @@ static FFlagDef ActorFlags[]=
DEFINE_FLAG(MF7, NOTELESTOMP, AActor, flags7), DEFINE_FLAG(MF7, NOTELESTOMP, AActor, flags7),
DEFINE_FLAG(MF7, ALWAYSTELEFRAG, AActor, flags7), DEFINE_FLAG(MF7, ALWAYSTELEFRAG, AActor, flags7),
DEFINE_FLAG(MF7, WEAPONSPAWN, AActor, flags7), DEFINE_FLAG(MF7, WEAPONSPAWN, AActor, flags7),
DEFINE_FLAG(MF7, HARMFRIENDS, AActor, flags7),
DEFINE_FLAG(MF7, BUDDHA, AActor, flags7),
DEFINE_FLAG(MF7, FOILBUDDHA, AActor, flags7),
// Effect flags // Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects), DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
@ -311,6 +314,7 @@ static FFlagDef InventoryFlags[] =
DEFINE_FLAG(IF, NEVERRESPAWN, AInventory, ItemFlags), DEFINE_FLAG(IF, NEVERRESPAWN, AInventory, ItemFlags),
DEFINE_FLAG(IF, NOSCREENFLASH, AInventory, ItemFlags), DEFINE_FLAG(IF, NOSCREENFLASH, AInventory, ItemFlags),
DEFINE_FLAG(IF, TOSSED, AInventory, ItemFlags), DEFINE_FLAG(IF, TOSSED, AInventory, ItemFlags),
DEFINE_FLAG(IF, ALWAYSRESPAWN, AInventory, ItemFlags),
DEFINE_DEPRECATED_FLAG(PICKUPFLASH), DEFINE_DEPRECATED_FLAG(PICKUPFLASH),
DEFINE_DEPRECATED_FLAG(INTERHUBSTRIP),}; DEFINE_DEPRECATED_FLAG(INTERHUBSTRIP),};

View file

@ -76,7 +76,7 @@ const char *GetVersionString();
// Use 4500 as the base git save version, since it's higher than the // Use 4500 as the base git save version, since it's higher than the
// SVN revision ever got. // SVN revision ever got.
#define SAVEVER 4513 #define SAVEVER 4514
#define SAVEVERSTRINGIFY2(x) #x #define SAVEVERSTRINGIFY2(x) #x
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x) #define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)

View file

@ -1330,7 +1330,7 @@ void WI_updateDeathmatchStats ()
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
{ {
// If the player is in the game and not ready, stop checking // If the player is in the game and not ready, stop checking
if (playeringame[i] && !players[i].isbot && !playerready[i]) if (playeringame[i] && players[i].Bot == NULL && !playerready[i])
break; break;
} }
@ -1429,7 +1429,7 @@ void WI_drawDeathmatchStats ()
clamp(int(g*255.f), 0, 255), clamp(int(g*255.f), 0, 255),
clamp(int(b*255.f), 0, 255)), 0.8f, x, y - ypadding, (deaths_x - x) + (8 * CleanXfac), lineheight); clamp(int(b*255.f), 0, 255)), 0.8f, x, y - ypadding, (deaths_x - x) + (8 * CleanXfac), lineheight);
if (playerready[pnum] || player->isbot) // Bots are automatically assumed ready, to prevent confusion if (playerready[pnum] || player->Bot != NULL) // Bots are automatically assumed ready, to prevent confusion
screen->DrawTexture(readyico, x - (readyico->GetWidth() * CleanXfac), y, DTA_CleanNoMove, true, TAG_DONE); screen->DrawTexture(readyico, x - (readyico->GetWidth() * CleanXfac), y, DTA_CleanNoMove, true, TAG_DONE);
color = (EColorRange)HU_GetRowColor(player, pnum == consoleplayer); color = (EColorRange)HU_GetRowColor(player, pnum == consoleplayer);
@ -1638,7 +1638,7 @@ void WI_updateNetgameStats ()
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
{ {
// If the player is in the game and not ready, stop checking // If the player is in the game and not ready, stop checking
if (playeringame[i] && !players[i].isbot && !playerready[i]) if (playeringame[i] && players[i].Bot == NULL && !playerready[i])
break; break;
} }
@ -1735,7 +1735,7 @@ void WI_drawNetgameStats ()
clamp(int(g*255.f), 0, 255), clamp(int(g*255.f), 0, 255),
clamp(int(b*255.f), 0, 255)), 0.8f, x, y - ypadding, (secret_x - x) + (8 * CleanXfac), lineheight); clamp(int(b*255.f), 0, 255)), 0.8f, x, y - ypadding, (secret_x - x) + (8 * CleanXfac), lineheight);
if (playerready[i] || player->isbot) // Bots are automatically assumed ready, to prevent confusion if (playerready[i] || player->Bot != NULL) // Bots are automatically assumed ready, to prevent confusion
screen->DrawTexture(readyico, x - (readyico->GetWidth() * CleanXfac), y, DTA_CleanNoMove, true, TAG_DONE); screen->DrawTexture(readyico, x - (readyico->GetWidth() * CleanXfac), y, DTA_CleanNoMove, true, TAG_DONE);
color = (EColorRange)HU_GetRowColor(player, i == consoleplayer); color = (EColorRange)HU_GetRowColor(player, i == consoleplayer);
@ -2010,7 +2010,7 @@ void WI_checkForAccelerate(void)
{ {
if ((player->cmd.ucmd.buttons ^ player->oldbuttons) && if ((player->cmd.ucmd.buttons ^ player->oldbuttons) &&
((players[i].cmd.ucmd.buttons & players[i].oldbuttons) ((players[i].cmd.ucmd.buttons & players[i].oldbuttons)
== players[i].oldbuttons) && !player->isbot) == players[i].oldbuttons) && player->Bot == NULL)
{ {
acceleratestage = 1; acceleratestage = 1;
playerready[i] = true; playerready[i] = true;

View file

@ -375,12 +375,14 @@ enum
const int KILS_FOILINVUL = 1; const int KILS_FOILINVUL = 1;
const int KILS_KILLMISSILES = 2; const int KILS_KILLMISSILES = 2;
const int KILS_NOMONSTERS = 4; const int KILS_NOMONSTERS = 4;
const int KILS_FOILBUDDHA = 8;
// Flags for A_Damage (Master/Target/Tracer/Children/Siblings/Self) series // Flags for A_Damage (Master/Target/Tracer/Children/Siblings/Self) series
const int DMSS_FOILINVUL = 1; const int DMSS_FOILINVUL = 1;
const int DMSS_AFFECTARMOR = 2; const int DMSS_AFFECTARMOR = 2;
const int DMSS_KILL = 4; const int DMSS_KILL = 4;
const int DMSS_NOFACTOR = 8; const int DMSS_NOFACTOR = 8;
const int DMSS_FOILBUDDHA = 16;
// Flags for A_AlertMonsters // Flags for A_AlertMonsters
const int AMF_TARGETEMITTER = 1; const int AMF_TARGETEMITTER = 1;

View file

@ -110,7 +110,7 @@ ACTOR StaffPuff2
// Gold wand ---------------------------------------------------------------- // Gold wand ----------------------------------------------------------------
ACTOR GoldWand : HereticWeapon ACTOR GoldWand : HereticWeapon 9042
{ {
Game Heretic Game Heretic
+BLOODSPLATTER +BLOODSPLATTER
@ -120,6 +120,7 @@ ACTOR GoldWand : HereticWeapon
Weapon.AmmoType "GoldWandAmmo" Weapon.AmmoType "GoldWandAmmo"
Weapon.SisterWeapon "GoldWandPowered" Weapon.SisterWeapon "GoldWandPowered"
Weapon.YAdjust 5 Weapon.YAdjust 5
Inventory.PickupMessage "$TXT_WPNGOLDWAND"
Obituary "$OB_MPGOLDWAND" Obituary "$OB_MPGOLDWAND"
Tag "$TAG_GOLDWAND" Tag "$TAG_GOLDWAND"
@ -127,6 +128,9 @@ ACTOR GoldWand : HereticWeapon
States States
{ {
Spawn:
GWAN A -1
Stop
Ready: Ready:
GWND A 1 A_WeaponReady GWND A 1 A_WeaponReady
Loop Loop

View file

@ -271,6 +271,11 @@ ACTOR PowerFrightener : Powerup native
Powerup.Duration -60 Powerup.Duration -60
} }
ACTOR PowerBuddha : Powerup native
{
Powerup.Duration -60
}
ACTOR PowerScanner : Powerup native ACTOR PowerScanner : Powerup native
{ {
Powerup.Duration -80 Powerup.Duration -80

View file

@ -9,7 +9,7 @@ ACTOR Peasant : StrifeHumanoid
Radius 20 Radius 20
Height 56 Height 56
Monster Monster
+FRIENDLY +NEVERTARGET
-COUNTKILL -COUNTKILL
+NOSPLASHALERT +NOSPLASHALERT
+FLOORCLIP +FLOORCLIP

View file

@ -292,6 +292,8 @@ STSTR_MUS = "Music Change";
STSTR_NOMUS = "IMPOSSIBLE SELECTION"; STSTR_NOMUS = "IMPOSSIBLE SELECTION";
STSTR_DQDON = "Degreelessness Mode ON"; STSTR_DQDON = "Degreelessness Mode ON";
STSTR_DQDOFF = "Degreelessness Mode OFF"; STSTR_DQDOFF = "Degreelessness Mode OFF";
STSTR_DQD2ON = "Ultimate Degreelessness Mode ON";
STSTR_DQD2OFF = "Ultimate Degreelessness Mode OFF";
STSTR_KFAADDED = "Very Happy Ammo Added"; STSTR_KFAADDED = "Very Happy Ammo Added";
STSTR_FAADDED = "Ammo (no keys) Added"; STSTR_FAADDED = "Ammo (no keys) Added";
STSTR_NCON = "No Clipping Mode ON"; STSTR_NCON = "No Clipping Mode ON";
@ -303,6 +305,8 @@ STSTR_CHOPPERS = "... doesn't suck - GM";
STSTR_CLEV = "Changing Level...\n"; STSTR_CLEV = "Changing Level...\n";
TXT_BUDDHAON = "Buddha mode ON"; TXT_BUDDHAON = "Buddha mode ON";
TXT_BUDDHAOFF = "Buddha mode OFF"; TXT_BUDDHAOFF = "Buddha mode OFF";
TXT_BUDDHA2ON = "Ultimate Buddha Mode ON";
TXT_BUDDHA2OFF = "Ultimate Buddha Mode OFF";
TXT_DEFAULTPICKUPMSG = "You got a pickup"; TXT_DEFAULTPICKUPMSG = "You got a pickup";
E1TEXT = E1TEXT =
@ -1242,6 +1246,7 @@ TXT_AMMOPHOENIXROD2 = "INFERNO ORB";
// Weapons // Weapons
TXT_WPNGOLDWAND = "GOLD WAND";
TXT_WPNMACE = "FIREMACE"; TXT_WPNMACE = "FIREMACE";
TXT_WPNCROSSBOW = "ETHEREAL CROSSBOW"; TXT_WPNCROSSBOW = "ETHEREAL CROSSBOW";
TXT_WPNBLASTER = "DRAGON CLAW"; TXT_WPNBLASTER = "DRAGON CLAW";

View file

@ -1,3 +1,8 @@
Gameinfo
{
CheatKey = "maparrows/key.txt"
EasyKey = "maparrows/ravenkey.txt"
}
Intermission Inter_Titlescreen Intermission Inter_Titlescreen
{ {

View file

@ -1300,6 +1300,7 @@ OptionMenu "CompatibilityOptions"
Option "Ignore Y offsets on masked midtextures", "compat_MASKEDMIDTEX", "YesNo" Option "Ignore Y offsets on masked midtextures", "compat_MASKEDMIDTEX", "YesNo"
Option "Cannot travel straight NSEW", "compat_badangles", "YesNo" Option "Cannot travel straight NSEW", "compat_badangles", "YesNo"
Option "Use Doom's floor motion behavior", "compat_floormove", "YesNo" Option "Use Doom's floor motion behavior", "compat_floormove", "YesNo"
Option "Sounds stop when actor vanishes", "compat_soundcutoff", "YesNo"
Class "CompatibilityMenu" Class "CompatibilityMenu"
} }

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