mirror of
https://github.com/ZDoom/gzdoom.git
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3720f7fa7d
pointer. SVN r809 (trunk)
164 lines
3.4 KiB
C++
164 lines
3.4 KiB
C++
// Cajun bot console commands.
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//
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// [RH] Moved out of d_netcmd.c (in Cajun source), because they don't really
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// belong there.
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "b_bot.h"
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#include "m_argv.h"
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#include "doomstat.h"
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#include "p_local.h"
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#include "cmdlib.h"
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#include "teaminfo.h"
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CVAR (Int, bot_next_color, 11, 0)
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CVAR (Bool, bot_observer, false, 0)
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IMPLEMENT_POINTY_CLASS (DCajunMaster)
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DECLARE_POINTER (getspawned)
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DECLARE_POINTER (firstthing)
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DECLARE_POINTER (body1)
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DECLARE_POINTER (body2)
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END_POINTERS
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CCMD (addbot)
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{
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if (gamestate != GS_LEVEL && gamestate != GS_INTERMISSION)
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{
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Printf ("Bots cannot be added when not in a game!\n");
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return;
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}
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if (!players[consoleplayer].settings_controller)
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{
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Printf ("Only setting controllers can add bots\n");
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return;
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}
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if (argv.argc() > 2)
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{
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Printf ("addbot [botname] : add a bot to the game\n");
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return;
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}
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if (argv.argc() > 1)
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bglobal.SpawnBot (argv[1]);
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else
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bglobal.SpawnBot (NULL);
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}
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void DCajunMaster::ClearPlayer (int i, bool keepTeam)
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{
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if (players[i].mo)
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{
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players[i].mo->Destroy ();
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players[i].mo = NULL;
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}
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botinfo_t *bot = botinfo;
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while (bot && stricmp (players[i].userinfo.netname, bot->name))
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bot = bot->next;
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if (bot)
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{
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bot->inuse = false;
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bot->lastteam = keepTeam ? players[i].userinfo.team : TEAM_None;
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}
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players[i].~player_t();
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::new(&players[i]) player_t;
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playeringame[i] = false;
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}
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CCMD (removebots)
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{
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Net_WriteByte (DEM_KILLBOTS);
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}
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extern bool CheckCheatmode ();
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CCMD (freeze)
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{
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if (CheckCheatmode ())
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return;
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if (netgame && !players[consoleplayer].settings_controller)
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{
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Printf ("Only setting controllers can use freeze mode\n");
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return;
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}
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Net_WriteByte (DEM_GENERICCHEAT);
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Net_WriteByte (CHT_FREEZE);
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}
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CCMD (listbots)
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{
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botinfo_t *thebot = bglobal.botinfo;
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int count = 0;
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while (thebot)
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{
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Printf ("%s%s\n", thebot->name, thebot->inuse ? " (active)" : "");
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thebot = thebot->next;
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count++;
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}
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Printf ("> %d bots\n", count);
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}
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FArchive &operator<< (FArchive &arc, botskill_t &skill)
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{
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return arc << skill.aiming << skill.perfection << skill.reaction << skill.isp;
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}
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// set the bot specific weapon information
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// This is intentionally not in the weapon definition anymore.
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AT_GAME_SET(BotStuff)
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{
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AWeapon * w;
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AActor * a;
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w = (AWeapon*)GetDefaultByName ("Pistol");
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if (w != NULL)
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{
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w->MoveCombatDist=25000000;
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}
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w = (AWeapon*)GetDefaultByName ("Shotgun");
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if (w != NULL)
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{
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w->MoveCombatDist=24000000;
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}
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w = (AWeapon*)GetDefaultByName ("SuperShotgun");
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if (w != NULL)
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{
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w->MoveCombatDist=15000000;
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}
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w = (AWeapon*)GetDefaultByName ("Chaingun");
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if (w != NULL)
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{
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w->MoveCombatDist=27000000;
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}
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w = (AWeapon*)GetDefaultByName ("RocketLauncher");
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if (w != NULL)
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{
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w->MoveCombatDist=18350080;
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w->WeaponFlags|=WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE;
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w->ProjectileType=PClass::FindClass("Rocket");
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}
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w = (AWeapon*)GetDefaultByName ("PlasmaRifle");
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if (w != NULL)
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{
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w->MoveCombatDist=27000000;
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w->ProjectileType=PClass::FindClass("PlasmaBall");
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}
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a = GetDefaultByName ("PlasmaBall");
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if (a != NULL)
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{
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a->flags3|=MF3_WARNBOT;
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}
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w = (AWeapon*)GetDefaultByName ("BFG9000");
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if (w != NULL)
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{
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w->MoveCombatDist=10000000;
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w->WeaponFlags|=WIF_BOT_REACTION_SKILL_THING|WIF_BOT_BFG;
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w->ProjectileType=PClass::FindClass("BFGBall");
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}
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}
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