This commit is contained in:
Christoph Oelckers 2014-10-21 14:20:01 +02:00
commit 20b740d5fc
24 changed files with 414 additions and 384 deletions

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
// belong there.
// [RH] Moved console commands out of d_netcmd.c (in Cajun source), because
// they don't really belong there.
#include "c_cvars.h"
#include "c_dispatch.h"
@ -14,6 +14,76 @@
#include "d_net.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 (Bool, bot_observer, false, 0)
@ -58,6 +128,11 @@ void FCajunMaster::ClearPlayer (int i, bool keepTeam)
bot->inuse = false;
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();
::new(&players[i]) player_t;
players[i].userinfo.Reset();

View file

@ -85,12 +85,12 @@ public:
void Main (int buf);
void Init ();
void End();
void CleanBotstuff (player_t *p);
bool SpawnBot (const char *name, int color = NOCOLOR);
bool LoadBots ();
void ForgetBots ();
void DoAddBot (int bnum, char *info);
void DoAddBot (BYTE **stream);
void RemoveAllBots (bool fromlist);
void DestroyAllBots ();
//(B_Func.c)
bool Check_LOS (AActor *mobj1, AActor *mobj2, angle_t vangle);
@ -109,7 +109,6 @@ public:
bool IsDangerous (sector_t *sec);
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 changefreeze:1; //Game wants to change freeze mode.
int botnum;
@ -145,6 +144,56 @@ protected:
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
extern FCajunMaster bglobal;

View file

@ -140,8 +140,7 @@ void FCajunMaster::Dofire (AActor *actor, ticcmd_t *cmd)
fixed_t dist;
angle_t an;
int m;
static bool inc[MAXPLAYERS];
AActor *enemy = actor->player->enemy;
AActor *enemy = actor->player->Bot->enemy;
if (!enemy || !(enemy->flags & MF_SHOOTABLE) || enemy->health <= 0)
return;
@ -149,20 +148,20 @@ void FCajunMaster::Dofire (AActor *actor, ticcmd_t *cmd)
if (actor->player->ReadyWeapon == NULL)
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;
}
//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->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;
if (actor->player->t_react)
actor->player->Bot->first_shot = false;
if (actor->player->Bot->t_react)
return;
//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)
{
//MAKEME: This should be smarter.
if ((pr_botdofire()%200)<=actor->player->skill.reaction)
if(Check_LOS(actor, actor->player->enemy, SHOOTFOV))
if ((pr_botdofire()%200)<=actor->player->Bot->skill.reaction)
if(Check_LOS(actor, actor->player->Bot->enemy, SHOOTFOV))
no_fire = false;
}
else if (actor->player->ReadyWeapon->ProjectileType != NULL)
@ -211,11 +210,11 @@ void FCajunMaster::Dofire (AActor *actor, ticcmd_t *cmd)
an = FireRox (actor, enemy, cmd);
if(an)
{
actor->player->angle = an;
actor->player->Bot->angle = an;
//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;
}
}
@ -225,14 +224,14 @@ shootmissile:
dist = P_AproxDistance (actor->x - enemy->x, actor->y - enemy->y);
m = dist / GetDefaultByType (actor->player->ReadyWeapon->ProjectileType)->Speed;
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))
no_fire = false;
}
else
{
//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;
if (enemy->flags & MF_SHADOW)
aiming_penalty += (pr_botdofire()%25)+10;
@ -240,7 +239,7 @@ shootmissile:
aiming_penalty += pr_botdofire()%40;//Dark
if (actor->player->damagecount)
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)
aiming_value = 1;
m = ((SHOOTFOV/2)-(aiming_value*SHOOTFOV/200)); //Higher skill is more accurate
@ -249,15 +248,15 @@ shootmissile:
if (m)
{
if (inc[actor->player - players])
actor->player->angle += m;
if (actor->player->Bot->increase)
actor->player->Bot->angle += m;
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)))
@ -285,20 +284,20 @@ AActor *FCajunMaster::Choose_Mate (AActor *bot)
bool p_leader[MAXPLAYERS];
//is mate alive?
if (bot->player->mate)
if (bot->player->Bot->mate)
{
if (bot->player->mate->health <= 0)
bot->player->mate = NULL;
if (bot->player->Bot->mate->health <= 0)
bot->player->Bot->mate = NULL;
else
bot->player->last_mate = bot->player->mate;
bot->player->Bot->last_mate = bot->player->Bot->mate;
}
if (bot->player->mate) //Still is..
return bot->player->mate;
if (bot->player->Bot->mate) //Still is..
return bot->player->Bot->mate;
//Check old_mates status.
if (bot->player->last_mate)
if (bot->player->last_mate->health <= 0)
bot->player->last_mate = NULL;
if (bot->player->Bot->last_mate)
if (bot->player->Bot->last_mate->health <= 0)
bot->player->Bot->last_mate = NULL;
for (count = 0; count < MAXPLAYERS; count++)
{
@ -307,8 +306,8 @@ AActor *FCajunMaster::Choose_Mate (AActor *bot)
p_leader[count] = false;
for (count2 = 0; count2 < MAXPLAYERS; count2++)
{
if (players[count].isbot
&& players[count2].mate == players[count].mo)
if (players[count2].Bot != NULL
&& players[count2].Bot->mate == players[count].mo)
{
p_leader[count] = true;
break;
@ -337,7 +336,6 @@ AActor *FCajunMaster::Choose_Mate (AActor *bot)
&& ((bot->health/2) <= client->mo->health || !deathmatch)
&& !p_leader[count]) //taken?
{
if (P_CheckSight (bot, client->mo, SF_IGNOREVISIBILITY))
{
test = P_AproxDistance (client->mo->x - bot->x,
@ -386,11 +384,11 @@ AActor *FCajunMaster::Find_enemy (AActor *bot)
}
//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;
else
vangle = ENEMY_SCAN_FOV;
bot->player->allround = false;
bot->player->Bot->allround = false;
target = NULL;
closest_dist = FIXED_MAX;

View file

@ -118,7 +118,7 @@ void FCajunMaster::Main (int buf)
BotThinkCycles.Clock();
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]);
}
BotThinkCycles.Unclock();
@ -172,16 +172,9 @@ void FCajunMaster::Init ()
body1 = NULL;
body2 = NULL;
//Remove all bots upon each level start, they'll get spawned instead.
for (i = 0; i < MAXPLAYERS; i++)
{
waitingforspawn[i] = false;
if (playeringame[i] && players[i].isbot)
{
CleanBotstuff (&players[i]);
players[i].isbot = false;
botingame[i] = false;
}
}
if (ctf && teamplay == false)
@ -214,13 +207,12 @@ void FCajunMaster::End ()
getspawned.Clear();
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].isbot)
if (playeringame[i] && players[i].Bot != NULL)
{
if (deathmatch)
{
getspawned.Push(players[i].userinfo.GetName());
}
CleanBotstuff (&players[i]);
}
}
if (deathmatch)
@ -335,8 +327,10 @@ bool FCajunMaster::SpawnBot (const char *name, int color)
}
Net_WriteString (concat);
}
players[playernumber].skill = thebot->skill;
Net_WriteByte(thebot->skill.aiming);
Net_WriteByte(thebot->skill.perfection);
Net_WriteByte(thebot->skill.reaction);
Net_WriteByte(thebot->skill.isp);
thebot->inuse = true;
@ -346,10 +340,21 @@ bool FCajunMaster::SpawnBot (const char *name, int color)
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;
botskill_t skill;
skill.aiming = ReadByte (stream);
skill.perfection = ReadByte (stream);
skill.reaction = ReadByte (stream);
skill.isp = ReadByte (stream);
D_ReadUserInfoStrings (bnum, &infob, false);
delete[] info;
if (!deathmatch && playerstarts[bnum].type == 0)
{
Printf ("%s tried to join, but there was no player %d start\n",
@ -363,11 +368,11 @@ void FCajunMaster::DoAddBot (int bnum, char *info)
else
{
multiplayer = true; //Prevents cheating and so on; emulates real netgame (almost).
players[bnum].isbot = true;
players[bnum].Bot = new DBot;
players[bnum].Bot->skill = skill;
playeringame[bnum] = true;
players[bnum].mo = NULL;
players[bnum].playerstate = PST_ENTER;
botingame[bnum] = true;
if (teamplay)
Printf ("%s joined the %s team\n", players[bnum].userinfo.GetName(), Teams[players[bnum].userinfo.GetTeam()].GetName());
@ -389,13 +394,13 @@ void FCajunMaster::RemoveAllBots (bool fromlist)
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
// look through his own eyes instead.
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)
{
@ -421,26 +426,16 @@ void FCajunMaster::RemoveAllBots (bool fromlist)
botnum = 0;
}
//Clean the bot part of the player_t
//Used when bots are respawned or at level starts.
void FCajunMaster::CleanBotstuff (player_t *p)
void FCajunMaster::DestroyAllBots ()
{
p->angle = ANG45;
p->dest = NULL;
p->enemy = NULL; //The dead meat.
p->missile = NULL; //A threatening missile that needs to be avoided.
p->mate = NULL; //Friend (used for grouping in templay or coop.
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.
//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;
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (players[i].Bot != NULL)
{
players[i].Bot->Destroy ();
players[i].Bot = NULL;
}
}
}

View file

@ -33,19 +33,19 @@ void FCajunMaster::Roam (AActor *actor, ticcmd_t *cmd)
{
int delta;
if (Reachable(actor, actor->player->dest))
if (Reachable(actor, actor->player->Bot->dest))
{ // 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
{
actor->player->angle &= (angle_t)(7<<29);
delta = actor->player->angle - (actor->movedir << 29);
actor->player->Bot->angle &= (angle_t)(7<<29);
delta = actor->player->Bot->angle - (actor->movedir << 29);
if (delta > 0)
actor->player->angle -= ANG45;
actor->player->Bot->angle -= ANG45;
else if (delta < 0)
actor->player->angle += ANG45;
actor->player->Bot->angle += ANG45;
}
// chase towards destination.
@ -134,7 +134,7 @@ void FCajunMaster::NewChaseDir (AActor *actor, ticcmd_t *cmd)
dirtype_t turnaround;
if (!actor->player->dest)
if (!actor->player->Bot->dest)
{
#ifndef BOT_RELEASE_COMPILE
Printf ("Bot tried move without destination\n");
@ -145,8 +145,8 @@ void FCajunMaster::NewChaseDir (AActor *actor, ticcmd_t *cmd)
olddir = (dirtype_t)actor->movedir;
turnaround = opposite[olddir];
deltax = actor->player->dest->x - actor->x;
deltay = actor->player->dest->y - actor->y;
deltax = actor->player->Bot->dest->x - actor->x;
deltay = actor->player->Bot->dest->y - actor->y;
if (deltax > 10*FRACUNIT)
d[1] = DI_EAST;
@ -315,23 +315,23 @@ void FCajunMaster::TurnToAng (AActor *actor)
{
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.
return;
}
}
if(actor->player->enemy)
if(!actor->player->dest) //happens when running after item in combat situations, or normal, prevents weak turns
if(actor->player->Bot->enemy)
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(Check_LOS(actor, actor->player->enemy, SHOOTFOV+5*ANGLE_1))
if(Check_LOS(actor, actor->player->Bot->enemy, SHOOTFOV+5*ANGLE_1))
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;
distance /= TURNSENS;

View file

@ -28,13 +28,13 @@ void FCajunMaster::Think (AActor *actor, ticcmd_t *cmd)
{
memset (cmd, 0, sizeof(*cmd));
if (actor->player->enemy && actor->player->enemy->health <= 0)
actor->player->enemy = NULL;
if (actor->player->Bot->enemy && actor->player->Bot->enemy->health <= 0)
actor->player->Bot->enemy = NULL;
if (actor->health > 0) //Still alive
{
if (teamplay || !deathmatch)
actor->player->mate = Choose_Mate (actor);
actor->player->Bot->mate = Choose_Mate (actor);
angle_t oldyaw = actor->angle;
int oldpitch = actor->pitch;
@ -52,17 +52,17 @@ void FCajunMaster::Think (AActor *actor, ticcmd_t *cmd)
actor->pitch = oldpitch - (cmd->ucmd.pitch << 16) * ticdup;
}
if (actor->player->t_active) actor->player->t_active--;
if (actor->player->t_strafe) actor->player->t_strafe--;
if (actor->player->t_react) actor->player->t_react--;
if (actor->player->t_fight) actor->player->t_fight--;
if (actor->player->t_rocket) actor->player->t_rocket--;
if (actor->player->t_roam) actor->player->t_roam--;
if (actor->player->Bot->t_active) actor->player->Bot->t_active--;
if (actor->player->Bot->t_strafe) actor->player->Bot->t_strafe--;
if (actor->player->Bot->t_react) actor->player->Bot->t_react--;
if (actor->player->Bot->t_fight) actor->player->Bot->t_fight--;
if (actor->player->Bot->t_rocket) actor->player->Bot->t_rocket--;
if (actor->player->Bot->t_roam) actor->player->Bot->t_roam--;
//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)
{ // Time to respawn
@ -80,17 +80,17 @@ void FCajunMaster::ThinkForMove (AActor *actor, ticcmd_t *cmd)
int r;
b = actor->player;
if (!b->isbot)
if (b->Bot == NULL)
return;
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 &&
((!b->missile->velx || !b->missile->vely) || !Check_LOS(actor, b->missile, SHOOTFOV*3/2)))
if (b->Bot->missile &&
((!b->Bot->missile->velx || !b->Bot->missile->vely) || !Check_LOS(actor, b->Bot->missile, SHOOTFOV*3/2)))
{
b->sleft = !b->sleft;
b->missile = NULL; //Probably ended its travel.
b->Bot->sleft = !b->Bot->sleft;
b->Bot->missile = NULL; //Probably ended its travel.
}
if (actor->pitch > 0)
@ -99,35 +99,35 @@ void FCajunMaster::ThinkForMove (AActor *actor, ticcmd_t *cmd)
actor->pitch += 80;
//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);
actor->player->angle = R_PointToAngle2(actor->x, actor->y, b->missile->x, b->missile->y);
cmd->ucmd.sidemove = b->sleft ? -SIDERUN : SIDERUN;
Pitch (actor, b->Bot->missile);
actor->player->Bot->angle = R_PointToAngle2(actor->x, actor->y, b->Bot->missile->x, b->Bot->missile->y);
cmd->ucmd.sidemove = b->Bot->sleft ? -SIDERUN : SIDERUN;
cmd->ucmd.forwardmove = -FORWARDRUN; //Back IS best.
if ((P_AproxDistance(actor->x-b->oldx, actor->y-b->oldy)<50000)
&& b->t_strafe<=0)
if ((P_AproxDistance(actor->x-b->Bot->oldx, actor->y-b->Bot->oldy)<50000)
&& b->Bot->t_strafe<=0)
{
b->t_strafe = 5;
b->sleft = !b->sleft;
b->Bot->t_strafe = 5;
b->Bot->sleft = !b->Bot->sleft;
}
//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
}
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.
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 (
(
(actor->health < b->skill.isp &&
(actor->health < b->Bot->skill.isp &&
(is (Medikit) ||
is (Stimpack) ||
is (Soulsphere) ||
@ -143,75 +143,75 @@ void FCajunMaster::ThinkForMove (AActor *actor, ticcmd_t *cmd)
(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
{
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))
actor->flags &= ~MF_DROPOFF; //Don't jump off any ledges when fighting.
if (!(b->enemy->flags3 & MF3_ISMONSTER))
b->t_fight = AFTERTICS;
if (!(b->Bot->enemy->flags3 & MF3_ISMONSTER))
b->Bot->t_fight = AFTERTICS;
if (b->t_strafe <= 0 &&
(P_AproxDistance(actor->x-b->oldx, actor->y-b->oldy)<50000
if (b->Bot->t_strafe <= 0 &&
(P_AproxDistance(actor->x-b->Bot->oldx, actor->y-b->Bot->oldy)<50000
|| ((pr_botmove()%30)==10))
)
{
stuck = true;
b->t_strafe = 5;
b->sleft = !b->sleft;
b->Bot->t_strafe = 5;
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 ||
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)
{
// 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.
{
// 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.
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
{
cmd->ucmd.sidemove = b->sleft ? -SIDERUN : SIDERUN;
cmd->ucmd.sidemove = b->Bot->sleft ? -SIDERUN : SIDERUN;
}
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;
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
b->dest = NULL;
b->Bot->dest = NULL;
}
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))
cmd->ucmd.forwardmove = FORWARDRUN;
else if (matedist > FRIEND_DIST)
@ -221,33 +221,33 @@ void FCajunMaster::ThinkForMove (AActor *actor, ticcmd_t *cmd)
}
else //Roam after something.
{
b->first_shot = true;
b->Bot->first_shot = true;
/////
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
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.
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) ||
(pr_botmove()%100)>b->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.
if (((b->Bot->enemy->player->ReadyWeapon != NULL && b->Bot->enemy->player->ReadyWeapon->WeaponFlags & WIF_BOT_EXPLOSIVE) ||
(pr_botmove()%100)>b->Bot->skill.isp) && b->ReadyWeapon != NULL && !(b->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON))
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.
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.
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.
}
@ -272,42 +272,42 @@ void FCajunMaster::ThinkForMove (AActor *actor, ticcmd_t *cmd)
item = it.Next();
}
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)
{
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.
Roam (actor, cmd);
}
} //End of movement main part.
if (!b->t_roam && b->dest)
if (!b->Bot->t_roam && b->Bot->dest)
{
b->prev = b->dest;
b->dest = NULL;
b->Bot->prev = b->Bot->dest;
b->Bot->dest = NULL;
}
if (b->t_fight<(AFTERTICS/2))
if (b->Bot->t_fight<(AFTERTICS/2))
actor->flags |= MF_DROPOFF;
b->oldx = actor->x;
b->oldy = actor->y;
b->Bot->oldx = actor->x;
b->Bot->oldy = actor->y;
}
//BOT_WhatToGet
@ -324,7 +324,7 @@ void FCajunMaster::WhatToGet (AActor *actor, AActor *item)
#define typeis(x) item->IsKindOf (PClass::FindClass (#x))
if ((item->renderflags & RF_INVISIBLE) //Under respawn and away.
|| item == b->prev)
|| item == b->Bot->prev)
{
return;
}
@ -366,21 +366,21 @@ void FCajunMaster::WhatToGet (AActor *actor, AActor *item)
else if (item->IsKindOf (RUNTIME_CLASS(AHealth)) && actor->health >= deh.MaxHealth /*MAXHEALTH*/)
return;
if ((b->dest == NULL ||
!(b->dest->flags & MF_SPECIAL)/* ||
if ((b->Bot->dest == NULL ||
!(b->Bot->dest->flags & MF_SPECIAL)/* ||
!Reachable (actor, b->dest)*/)/* &&
Reachable (actor, item)*/) // Calling Reachable slows this down tremendously
{
b->prev = b->dest;
b->dest = item;
b->t_roam = MAXROAM;
b->Bot->prev = b->Bot->dest;
b->Bot->dest = item;
b->Bot->t_roam = MAXROAM;
}
}
void FCajunMaster::Set_enemy (AActor *actor)
{
AActor *oldenemy;
AActor **enemy = &actor->player->enemy;
AActor **enemy = &actor->player->Bot->enemy;
if (*enemy
&& (*enemy)->health > 0
@ -397,7 +397,7 @@ void FCajunMaster::Set_enemy (AActor *actor)
// and we already have an existing enemy.
if (deathmatch || !*enemy)
{
actor->player->allround = !!*enemy;
actor->player->Bot->allround = !!*enemy;
*enemy = NULL;
*enemy = Find_enemy(actor);
if (!*enemy)

View file

@ -978,19 +978,19 @@ void D_DoomLoop ()
int 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].savedpitch = players[i].mo->pitch;
players[i].Bot->savedyaw = players[i].mo->angle;
players[i].Bot->savedpitch = players[i].mo->pitch;
}
}
bglobal.Main (maketic%BACKUPTICS);
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->pitch = players[i].savedpitch;
players[i].mo->angle = players[i].Bot->savedyaw;
players[i].mo->pitch = players[i].Bot->savedpitch;
}
}
if (advancedemo)

View file

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

View file

@ -442,47 +442,10 @@ public:
FName LastDamageType; // [RH] For damage-specific pain and death sounds
//Added by MC:
angle_t savedyaw;
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.
TObjPtr<DBot> Bot;
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 BlendG;
float BlendB;

View file

@ -112,7 +112,7 @@ enum EDemoCommand
DEM_DROPPLAYER, // 13 Not implemented, takes a byte
DEM_CHANGEMAP, // 14 Name of map to change to
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_INVUSEALL, // 18 Use every item (panic!)
DEM_INVUSE, // 19 4 bytes: ID of item to use

View file

@ -875,7 +875,7 @@ static void ChangeSpy (int changespy)
pnum &= MAXPLAYERS-1;
if (playeringame[pnum] &&
(!checkTeam || players[pnum].mo->IsTeammate (players[consoleplayer].mo) ||
(bot_allowspy && players[pnum].isbot)))
(bot_allowspy && players[pnum].Bot != NULL)))
{
break;
}
@ -1156,7 +1156,7 @@ void G_Ticker ()
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;
if (gametic > BACKUPTICS*ticdup && consistancy[i][buf] != cmd->consistancy)
@ -1338,10 +1338,10 @@ void G_PlayerReborn (int player)
int chasecam;
BYTE currclass;
userinfo_t userinfo; // [RH] Save userinfo
botskill_t b_skill; //Added by MC:
APlayerPawn *actor;
const PClass *cls;
FString log;
DBot *Bot; //Added by MC:
p = &players[player];
@ -1351,12 +1351,12 @@ void G_PlayerReborn (int player)
itemcount = p->itemcount;
secretcount = p->secretcount;
currclass = p->CurrentPlayerClass;
b_skill = p->skill; //Added by MC:
userinfo.TransferFrom(p->userinfo);
actor = p->mo;
cls = p->cls;
log = p->LogText;
chasecam = p->cheats & CF_CHASECAM;
Bot = p->Bot; //Added by MC:
// Reset player structure to its defaults
p->~player_t();
@ -1373,8 +1373,7 @@ void G_PlayerReborn (int player)
p->cls = cls;
p->LogText = log;
p->cheats |= chasecam;
p->skill = b_skill; //Added by MC:
p->Bot = Bot; //Added by MC:
p->oldbuttons = ~0, p->attackdown = true; p->usedown = true; // don't do anything immediately
p->original_oldbuttons = ~0;
@ -1386,11 +1385,13 @@ void G_PlayerReborn (int player)
p->ReadyWeapon = p->PendingWeapon;
}
//Added by MC: Init bot structure.
if (bglobal.botingame[player])
bglobal.CleanBotstuff (p);
else
p->isbot = false;
//Added by MC: Init bot structure.
if (p->Bot != NULL)
{
botskill_t skill = p->Bot->skill;
p->Bot->Clear ();
p->Bot->skill = skill;
}
}
//

View file

@ -1024,8 +1024,8 @@ void AInventory::Touch (AActor *toucher)
//Added by MC: Check if item taken was the roam destination of any bot
for (int i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && this == players[i].dest)
players[i].dest = NULL;
if (playeringame[i] && players[i].Bot != NULL && this == players[i].Bot->dest)
players[i].Bot->dest = NULL;
}
}

View file

@ -4228,7 +4228,7 @@ int DLevelScript::DoClassifyActor(int tid)
{
classify |= ACTOR_VOODOODOLL;
}
if (actor->player->isbot)
if (actor->player->Bot != NULL)
{
classify |= ACTOR_BOT;
}
@ -8632,7 +8632,7 @@ scriptwait:
}
else
{
STACK(1) = players[STACK(1)].isbot;
STACK(1) = (players[STACK(1)].Bot != NULL);
}
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
// a real pain).
{
if (!thing->player || thing->player->isbot)
if (!thing->player || thing->player->Bot != NULL)
return false; // JDC: bad guys never close doors
//Added by MC: Neither do bots.

View file

@ -100,10 +100,10 @@ void P_TouchSpecialThing (AActor *special, AActor *toucher)
return;
//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->dest = NULL;
toucher->player->Bot->prev = toucher->player->Bot->dest;
toucher->player->Bot->dest = NULL;
}
special->Touch (toucher);
@ -593,7 +593,7 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
// even those caused by other monsters
players[0].killcount++;
}
if (player)
{
// [RH] Death messages
@ -608,17 +608,17 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
//Added by MC: Respawn bots
if (bglobal.botnum && consoleplayer == Net_Arbitrator && !demoplayback)
{
if (player->isbot)
player->t_respawn = (pr_botrespawn()%15)+((bglobal.botnum-1)*2)+TICRATE+1;
if (player->Bot != NULL)
player->Bot->t_respawn = (pr_botrespawn()%15)+((bglobal.botnum-1)*2)+TICRATE+1;
//Added by MC: Discard enemies.
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)
players[i].dest = NULL;
players[i].enemy = NULL;
if (players[i].Bot->dest == players[i].Bot->enemy)
players[i].Bot->dest = NULL;
players[i].Bot->enemy = NULL;
}
}
@ -1193,11 +1193,10 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
//
if (player)
{
//Added by MC: Lets bots look allround for enemies if they survive an ambush.
if (player->isbot)
//Added by MC: Lets bots look allround for enemies if they survive an ambush.
if (player->Bot != NULL)
{
player->allround = true;
player->Bot->allround = true;
}
// end of game hell hack
@ -1711,7 +1710,6 @@ void P_PoisonDamage (player_t *player, AActor *source, int damage,
P_SetMobjState(target, target->info->painstate);
}
*/
return;
}

View file

@ -1919,13 +1919,13 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
}
//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
&& bglobal.IsDangerous(tm.sector))
{
thing->player->prev = thing->player->dest;
thing->player->dest = NULL;
thing->player->Bot->prev = thing->player->Bot->dest;
thing->player->Bot->dest = NULL;
thing->velx = 0;
thing->vely = 0;
thing->z = oldz;

View file

@ -3116,7 +3116,7 @@ void AActor::Tick ()
special2++;
}
//Added by MC: Freeze mode.
if (bglobal.freeze && !(player && !player->isbot))
if (bglobal.freeze && !(player && player->Bot == NULL))
{
return;
}
@ -3237,18 +3237,18 @@ void AActor::Tick ()
bglobal.m_Thinking = true;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || !players[i].isbot)
if (!playeringame[i] || players[i].Bot == NULL)
continue;
if (flags3 & MF3_ISMONSTER)
{
if (health > 0
&& !players[i].enemy
&& !players[i].Bot->enemy
&& player ? !IsTeammate (players[i].mo) : true
&& P_AproxDistance (players[i].mo->x-x, players[i].mo->y-y) < MAX_MONSTER_TARGET_DIST
&& P_CheckSight (players[i].mo, this, SF_SEEPASTBLOCKEVERYTHING))
{ //Probably a monster, so go kill it.
players[i].enemy = this;
players[i].Bot->enemy = this;
}
}
else if (flags & MF_SPECIAL)
@ -3260,10 +3260,10 @@ void AActor::Tick ()
}
else if (flags & MF_MISSILE)
{
if (!players[i].missile && (flags3 & MF3_WARNBOT))
if (!players[i].Bot->missile && (flags3 & MF3_WARNBOT))
{ //warn for incoming missiles.
if (target != players[i].mo && bglobal.Check_LOS (players[i].mo, this, ANGLE_90))
players[i].missile = this;
players[i].Bot->missile = this;
}
}
}

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
// when they were observers...
if (!player->isbot && bot_observer)
if (player->Bot == NULL && bot_observer)
{
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
// when they were observers...
if (!player->isbot && bot_observer)
if (player->Bot == NULL && bot_observer)
{
return;
}
@ -298,7 +298,7 @@ void P_FireWeaponAlt (player_t *player, FState *state)
void P_ReloadWeapon (player_t *player, FState *state)
{
AWeapon *weapon;
if (!player->isbot && bot_observer)
if (player->Bot == NULL && bot_observer)
{
return;
}
@ -329,7 +329,7 @@ void P_ReloadWeapon (player_t *player, FState *state)
void P_ZoomWeapon (player_t *player, FState *state)
{
AWeapon *weapon;
if (!player->isbot && bot_observer)
if (player->Bot == NULL && bot_observer)
{
return;
}

View file

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

View file

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

View file

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

View file

@ -293,28 +293,7 @@ player_t::player_t()
respawn_time(0),
camera(0),
air_finished(0),
savedyaw(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),
Bot(0),
BlendR(0),
BlendG(0),
BlendB(0),
@ -333,7 +312,6 @@ player_t::player_t()
memset (&cmd, 0, sizeof(cmd));
memset (frags, 0, sizeof(frags));
memset (psprites, 0, sizeof(psprites));
memset (&skill, 0, sizeof(skill));
}
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;
air_finished = p.air_finished;
LastDamageType = p.LastDamageType;
savedyaw = p.savedyaw;
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;
Bot = p.Bot;
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;
BlendG = p.BlendG;
BlendB = p.BlendB;
@ -466,12 +422,7 @@ size_t player_t::FixPointers (const DObject *old, DObject *rep)
if (*&poisoner == old) poisoner = replacement, changed++;
if (*&attacker == old) attacker = replacement, changed++;
if (*&camera == old) camera = replacement, changed++;
if (*&dest == old) dest = replacement, 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 (*&Bot == old) Bot = static_cast<DBot *>(rep), changed++;
if (ReadyWeapon == old) ReadyWeapon = static_cast<AWeapon *>(rep), changed++;
if (PendingWeapon == old) PendingWeapon = 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(attacker);
GC::Mark(camera);
GC::Mark(dest);
GC::Mark(prev);
GC::Mark(enemy);
GC::Mark(missile);
GC::Mark(mate);
GC::Mark(last_mate);
GC::Mark(Bot);
GC::Mark(ReadyWeapon);
GC::Mark(ConversationNPC);
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.
// This also applies if we're a bot and this is the net arbitrator.
if (player - players == consoleplayer ||
(player->isbot && consoleplayer == Net_Arbitrator))
(player->Bot != NULL && consoleplayer == Net_Arbitrator))
{
FWeaponSlots local_slots(player->weapons);
if (player->isbot)
if (player->Bot != NULL)
{ // Bots only need weapons from KEYCONF, not INI modifications.
P_PlaybackKeyConfWeapons(&local_slots);
}
@ -2175,7 +2121,7 @@ void P_DeathThink (player_t *player)
if ((player->cmd.ucmd.buttons & BT_USE ||
((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->playerstate = (multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN)) ? PST_REBORN : PST_ENTER;
@ -3007,9 +2953,17 @@ void player_t::Serialize (FArchive &arc)
<< respawn_time
<< air_finished
<< turnticks
<< oldbuttons
<< isbot
<< BlendR
<< oldbuttons;
bool IsBot;
if (SaveVersion >= 4514)
{
arc << Bot;
}
else
{
arc << IsBot;
}
arc << BlendR
<< BlendG
<< BlendB
<< BlendA;
@ -3092,32 +3046,30 @@ void player_t::Serialize (FArchive &arc)
onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF) || (cheats & CF_NOCLIP2);
}
if (isbot)
if (SaveVersion < 4514 && IsBot)
{
arc << 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
<< oldx
<< oldy;
}
else
{
dest = prev = enemy = missile = mate = last_mate = NULL;
Bot = new DBot;
arc << Bot->angle
<< Bot->dest
<< Bot->prev
<< Bot->enemy
<< Bot->missile
<< Bot->mate
<< Bot->last_mate
<< Bot->skill
<< Bot->t_active
<< Bot->t_respawn
<< Bot->t_strafe
<< Bot->t_react
<< Bot->t_fight
<< Bot->t_roam
<< Bot->t_rocket
<< Bot->first_shot
<< Bot->sleft
<< Bot->allround
<< Bot->oldx
<< Bot->oldy;
}
if (arc.IsLoading ())
{

View file

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

View file

@ -1330,7 +1330,7 @@ void WI_updateDeathmatchStats ()
for (i = 0; i < MAXPLAYERS; i++)
{
// 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;
}
@ -1429,7 +1429,7 @@ void WI_drawDeathmatchStats ()
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);
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);
color = (EColorRange)HU_GetRowColor(player, pnum == consoleplayer);
@ -1638,7 +1638,7 @@ void WI_updateNetgameStats ()
for (i = 0; i < MAXPLAYERS; i++)
{
// 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;
}
@ -1735,7 +1735,7 @@ void WI_drawNetgameStats ()
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);
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);
color = (EColorRange)HU_GetRowColor(player, i == consoleplayer);
@ -2010,7 +2010,7 @@ void WI_checkForAccelerate(void)
{
if ((player->cmd.ucmd.buttons ^ player->oldbuttons) &&
((players[i].cmd.ucmd.buttons & players[i].oldbuttons)
== players[i].oldbuttons) && !player->isbot)
== players[i].oldbuttons) && player->Bot == NULL)
{
acceleratestage = 1;
playerready[i] = true;