mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 14:51:51 +00:00
- Renamed FBot to DBot and made it inherit from DThinker.
- Fixed: Bots added by players other than the net arbitrator did not have their skill set.
This commit is contained in:
parent
83d84eaae9
commit
db323643f8
24 changed files with 355 additions and 326 deletions
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@ -1,7 +1,7 @@
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// Cajun bot console commands.
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// Cajun bot
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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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// [RH] Moved console commands out of d_netcmd.c (in Cajun source), because
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// they don't really belong there.
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#include "c_cvars.h"
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#include "c_dispatch.h"
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@ -14,6 +14,71 @@
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#include "d_net.h"
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#include "farchive.h"
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IMPLEMENT_POINTY_CLASS(DBot)
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DECLARE_POINTER(dest)
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DECLARE_POINTER(prev)
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DECLARE_POINTER(enemy)
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DECLARE_POINTER(missile)
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DECLARE_POINTER(mate)
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DECLARE_POINTER(last_mate)
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END_POINTERS
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DBot::DBot ()
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{
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savedyaw = 0;
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savedpitch = 0;
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angle = 0;
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dest = NULL;
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prev = NULL;
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enemy = NULL;
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missile = NULL;
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mate = NULL;
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last_mate = NULL;
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memset(&skill, 0, sizeof(skill));
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t_active = 0;
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t_respawn = 0;
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t_strafe = 0;
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t_react = 0;
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t_fight = 0;
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t_roam = 0;
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t_rocket = 0;
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first_shot = true;
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sleft = false;
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allround = false;
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increase = false;
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oldx = 0;
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oldy = 0;
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}
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void DBot::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << savedyaw
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<< savedpitch
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<< angle
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<< dest
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<< prev
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<< enemy
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<< missile
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<< mate
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<< last_mate
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<< skill
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<< t_active
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<< t_respawn
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<< t_strafe
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<< t_react
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<< t_fight
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<< t_roam
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<< t_rocket
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<< first_shot
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<< sleft
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<< allround
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<< increase
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<< oldx
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<< oldy;
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}
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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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16
src/b_bot.h
16
src/b_bot.h
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@ -85,11 +85,10 @@ public:
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void Main (int buf);
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void Init ();
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void End();
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void CleanBotstuff (player_t *p);
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bool SpawnBot (const char *name, int color = NOCOLOR);
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bool LoadBots ();
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void ForgetBots ();
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void DoAddBot (int bnum, char *info);
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void DoAddBot (BYTE **stream);
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void RemoveAllBots (bool fromlist);
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//(B_Func.c)
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@ -109,7 +108,6 @@ public:
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bool IsDangerous (sector_t *sec);
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TArray<FString> getspawned; //Array of bots (their names) which should be spawned when starting a game.
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bool botingame[MAXPLAYERS];
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BYTE freeze:1; //Game in freeze mode.
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BYTE changefreeze:1; //Game wants to change freeze mode.
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int botnum;
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@ -145,14 +143,20 @@ protected:
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bool observer; //Consoleplayer is observer.
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};
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class FBot
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class DBot : public DThinker
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{
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DECLARE_CLASS(DBot,DThinker)
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HAS_OBJECT_POINTERS
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public:
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DBot ();
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void Serialize (FArchive &arc);
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angle_t savedyaw;
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int savedpitch;
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angle_t angle; // The wanted angle that the bot try to get every tic.
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// (used to get a smoth view movement)
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// (used to get a smooth view movement)
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TObjPtr<AActor> dest; // Move Destination.
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TObjPtr<AActor> prev; // Previous move destination.
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@ -179,10 +183,10 @@ public:
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int t_rocket;
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//Misc booleans
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bool isbot;
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bool first_shot; // Used for reaction skill.
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bool sleft; // If false, strafe is right.
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bool allround;
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bool increase;
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fixed_t oldx;
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fixed_t oldy;
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@ -140,8 +140,7 @@ void FCajunMaster::Dofire (AActor *actor, ticcmd_t *cmd)
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fixed_t dist;
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angle_t an;
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int m;
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static bool inc[MAXPLAYERS];
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AActor *enemy = actor->player->Bot.enemy;
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AActor *enemy = actor->player->Bot->enemy;
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if (!enemy || !(enemy->flags & MF_SHOOTABLE) || enemy->health <= 0)
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return;
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@ -149,20 +148,20 @@ void FCajunMaster::Dofire (AActor *actor, ticcmd_t *cmd)
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if (actor->player->ReadyWeapon == NULL)
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return;
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if (actor->player->damagecount > actor->player->Bot.skill.isp)
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if (actor->player->damagecount > actor->player->Bot->skill.isp)
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{
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actor->player->Bot.first_shot = true;
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actor->player->Bot->first_shot = true;
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return;
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}
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//Reaction skill thing.
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if (actor->player->Bot.first_shot &&
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if (actor->player->Bot->first_shot &&
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!(actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_REACTION_SKILL_THING))
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{
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actor->player->Bot.t_react = (100-actor->player->Bot.skill.reaction+1)/((pr_botdofire()%3)+3);
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actor->player->Bot->t_react = (100-actor->player->Bot->skill.reaction+1)/((pr_botdofire()%3)+3);
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}
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actor->player->Bot.first_shot = false;
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if (actor->player->Bot.t_react)
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actor->player->Bot->first_shot = false;
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if (actor->player->Bot->t_react)
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return;
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//MAKEME: Decrease the rocket suicides even more.
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else if (actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_BFG)
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{
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//MAKEME: This should be smarter.
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if ((pr_botdofire()%200)<=actor->player->Bot.skill.reaction)
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if(Check_LOS(actor, actor->player->Bot.enemy, SHOOTFOV))
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if ((pr_botdofire()%200)<=actor->player->Bot->skill.reaction)
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if(Check_LOS(actor, actor->player->Bot->enemy, SHOOTFOV))
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no_fire = false;
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}
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else if (actor->player->ReadyWeapon->ProjectileType != NULL)
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an = FireRox (actor, enemy, cmd);
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if(an)
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{
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actor->player->Bot.angle = an;
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actor->player->Bot->angle = an;
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//have to be somewhat precise. to avoid suicide.
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if (abs (actor->player->Bot.angle - actor->angle) < 12*ANGLE_1)
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if (abs (actor->player->Bot->angle - actor->angle) < 12*ANGLE_1)
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{
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actor->player->Bot.t_rocket = 9;
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actor->player->Bot->t_rocket = 9;
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no_fire = false;
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}
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}
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dist = P_AproxDistance (actor->x - enemy->x, actor->y - enemy->y);
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m = dist / GetDefaultByType (actor->player->ReadyWeapon->ProjectileType)->Speed;
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SetBodyAt (enemy->x + enemy->velx*m*2, enemy->y + enemy->vely*m*2, enemy->z, 1);
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actor->player->Bot.angle = R_PointToAngle2 (actor->x, actor->y, body1->x, body1->y);
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actor->player->Bot->angle = R_PointToAngle2 (actor->x, actor->y, body1->x, body1->y);
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if (Check_LOS (actor, enemy, SHOOTFOV))
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no_fire = false;
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}
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else
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{
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//Other weapons, mostly instant hit stuff.
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actor->player->Bot.angle = R_PointToAngle2 (actor->x, actor->y, enemy->x, enemy->y);
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actor->player->Bot->angle = R_PointToAngle2 (actor->x, actor->y, enemy->x, enemy->y);
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aiming_penalty = 0;
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if (enemy->flags & MF_SHADOW)
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aiming_penalty += (pr_botdofire()%25)+10;
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aiming_penalty += pr_botdofire()%40;//Dark
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if (actor->player->damagecount)
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aiming_penalty += actor->player->damagecount; //Blood in face makes it hard to aim
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aiming_value = actor->player->Bot.skill.aiming - aiming_penalty;
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aiming_value = actor->player->Bot->skill.aiming - aiming_penalty;
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if (aiming_value <= 0)
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aiming_value = 1;
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m = ((SHOOTFOV/2)-(aiming_value*SHOOTFOV/200)); //Higher skill is more accurate
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if (m)
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{
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if (inc[actor->player - players])
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actor->player->Bot.angle += m;
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if (actor->player->Bot->increase)
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actor->player->Bot->angle += m;
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else
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actor->player->Bot.angle -= m;
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actor->player->Bot->angle -= m;
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}
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if (abs (actor->player->Bot.angle - actor->angle) < 4*ANGLE_1)
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if (abs (actor->player->Bot->angle - actor->angle) < 4*ANGLE_1)
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{
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inc[actor->player - players] = !inc[actor->player - players];
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actor->player->Bot->increase = !actor->player->Bot->increase;
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}
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if (Check_LOS (actor, enemy, (SHOOTFOV/2)))
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@ -285,20 +284,20 @@ AActor *FCajunMaster::Choose_Mate (AActor *bot)
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bool p_leader[MAXPLAYERS];
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//is mate alive?
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if (bot->player->Bot.mate)
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if (bot->player->Bot->mate)
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{
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if (bot->player->Bot.mate->health <= 0)
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bot->player->Bot.mate = NULL;
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if (bot->player->Bot->mate->health <= 0)
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bot->player->Bot->mate = NULL;
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else
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bot->player->Bot.last_mate = bot->player->Bot.mate;
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bot->player->Bot->last_mate = bot->player->Bot->mate;
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}
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if (bot->player->Bot.mate) //Still is..
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return bot->player->Bot.mate;
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if (bot->player->Bot->mate) //Still is..
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return bot->player->Bot->mate;
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//Check old_mates status.
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if (bot->player->Bot.last_mate)
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if (bot->player->Bot.last_mate->health <= 0)
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bot->player->Bot.last_mate = NULL;
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if (bot->player->Bot->last_mate)
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if (bot->player->Bot->last_mate->health <= 0)
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bot->player->Bot->last_mate = NULL;
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for (count = 0; count < MAXPLAYERS; count++)
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{
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@ -307,8 +306,8 @@ AActor *FCajunMaster::Choose_Mate (AActor *bot)
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p_leader[count] = false;
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for (count2 = 0; count2 < MAXPLAYERS; count2++)
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{
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if (players[count].Bot.isbot
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&& players[count2].Bot.mate == players[count].mo)
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if (players[count2].Bot != NULL
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&& players[count2].Bot->mate == players[count].mo)
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{
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p_leader[count] = true;
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break;
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@ -337,7 +336,6 @@ AActor *FCajunMaster::Choose_Mate (AActor *bot)
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&& ((bot->health/2) <= client->mo->health || !deathmatch)
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&& !p_leader[count]) //taken?
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{
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if (P_CheckSight (bot, client->mo, SF_IGNOREVISIBILITY))
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{
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test = P_AproxDistance (client->mo->x - bot->x,
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}
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//Note: It's hard to ambush a bot who is not alone
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if (bot->player->Bot.allround || bot->player->Bot.mate)
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if (bot->player->Bot->allround || bot->player->Bot->mate)
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vangle = ANGLE_MAX;
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else
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vangle = ENEMY_SCAN_FOV;
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bot->player->Bot.allround = false;
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bot->player->Bot->allround = false;
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target = NULL;
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closest_dist = FIXED_MAX;
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@ -118,7 +118,7 @@ void FCajunMaster::Main (int buf)
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BotThinkCycles.Clock();
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && players[i].mo && !freeze && players[i].Bot.isbot)
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if (playeringame[i] && players[i].mo && !freeze && players[i].Bot != NULL)
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Think (players[i].mo, &netcmds[i][buf]);
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}
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BotThinkCycles.Unclock();
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@ -172,16 +172,9 @@ void FCajunMaster::Init ()
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body1 = NULL;
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body2 = NULL;
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//Remove all bots upon each level start, they'll get spawned instead.
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for (i = 0; i < MAXPLAYERS; i++)
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{
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waitingforspawn[i] = false;
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if (playeringame[i] && players[i].Bot.isbot)
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{
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CleanBotstuff (&players[i]);
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players[i].Bot.isbot = false;
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botingame[i] = false;
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}
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}
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if (ctf && teamplay == false)
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@ -214,13 +207,12 @@ void FCajunMaster::End ()
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getspawned.Clear();
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && players[i].Bot.isbot)
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if (playeringame[i] && players[i].Bot != NULL)
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{
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if (deathmatch)
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{
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getspawned.Push(players[i].userinfo.GetName());
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}
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CleanBotstuff (&players[i]);
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}
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}
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if (deathmatch)
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@ -335,8 +327,10 @@ bool FCajunMaster::SpawnBot (const char *name, int color)
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}
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Net_WriteString (concat);
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}
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players[playernumber].Bot.skill = thebot->skill;
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Net_WriteByte(thebot->skill.aiming);
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Net_WriteByte(thebot->skill.perfection);
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Net_WriteByte(thebot->skill.reaction);
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Net_WriteByte(thebot->skill.isp);
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thebot->inuse = true;
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@ -346,9 +340,17 @@ bool FCajunMaster::SpawnBot (const char *name, int color)
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return true;
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}
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void FCajunMaster::DoAddBot (int bnum, char *info)
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void FCajunMaster::DoAddBot (BYTE **stream)
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{
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int bnum = ReadByte (stream);
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char *info = ReadString (stream);
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BYTE *infob = (BYTE *)info;
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botskill_t skill;
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skill.aiming = ReadByte (stream);
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skill.perfection = ReadByte (stream);
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skill.reaction = ReadByte (stream);
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skill.isp = ReadByte (stream);
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D_ReadUserInfoStrings (bnum, &infob, false);
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if (!deathmatch && playerstarts[bnum].type == 0)
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{
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@ -363,11 +365,11 @@ void FCajunMaster::DoAddBot (int bnum, char *info)
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else
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{
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multiplayer = true; //Prevents cheating and so on; emulates real netgame (almost).
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players[bnum].Bot.isbot = true;
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players[bnum].Bot = new DBot;
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players[bnum].Bot->skill = skill;
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playeringame[bnum] = true;
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players[bnum].mo = NULL;
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players[bnum].playerstate = PST_ENTER;
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botingame[bnum] = true;
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if (teamplay)
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Printf ("%s joined the %s team\n", players[bnum].userinfo.GetName(), Teams[players[bnum].userinfo.GetTeam()].GetName());
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@ -389,13 +391,13 @@ void FCajunMaster::RemoveAllBots (bool fromlist)
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && botingame[i])
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if (playeringame[i] && players[i].Bot != NULL)
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{
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// If a player is looking through this bot's eyes, make him
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// look through his own eyes instead.
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for (j = 0; j < MAXPLAYERS; ++j)
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{
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if (i != j && playeringame[j] && !botingame[j])
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if (i != j && playeringame[j] && players[j].Bot == NULL)
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{
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if (players[j].camera == players[i].mo)
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{
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|
@ -421,28 +423,6 @@ void FCajunMaster::RemoveAllBots (bool fromlist)
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botnum = 0;
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}
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//Clean the bot part of the player_t
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//Used when bots are respawned or at level starts.
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void FCajunMaster::CleanBotstuff (player_t *p)
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{
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p->Bot.angle = ANG45;
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p->Bot.dest = NULL;
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p->Bot.enemy = NULL; //The dead meat.
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p->Bot.missile = NULL; //A threatening missile that needs to be avoided.
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p->Bot.mate = NULL; //Friend (used for grouping in templay or coop.
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p->Bot.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->Bot.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->Bot.t_respawn = 0;
|
||||
p->Bot.t_strafe = 0;
|
||||
p->Bot.t_react = 0;
|
||||
//Misc bools
|
||||
p->Bot.isbot = true; //Important.
|
||||
p->Bot.first_shot = true; //Used for reaction skill.
|
||||
p->Bot.sleft = false; //If false, strafe is right.
|
||||
p->Bot.allround = false;
|
||||
}
|
||||
|
||||
|
||||
//------------------
|
||||
//Reads data for bot from
|
||||
|
|
|
@ -33,19 +33,19 @@ void FCajunMaster::Roam (AActor *actor, ticcmd_t *cmd)
|
|||
{
|
||||
int delta;
|
||||
|
||||
if (Reachable(actor, actor->player->Bot.dest))
|
||||
if (Reachable(actor, actor->player->Bot->dest))
|
||||
{ // Straight towards it.
|
||||
actor->player->Bot.angle = R_PointToAngle2(actor->x, actor->y, actor->player->Bot.dest->x, actor->player->Bot.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->Bot.angle &= (angle_t)(7<<29);
|
||||
delta = actor->player->Bot.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->Bot.angle -= ANG45;
|
||||
actor->player->Bot->angle -= ANG45;
|
||||
else if (delta < 0)
|
||||
actor->player->Bot.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->Bot.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->Bot.dest->x - actor->x;
|
||||
deltay = actor->player->Bot.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->Bot.t_roam && !actor->player->Bot.missile)
|
||||
if (actor->player->Bot->t_roam && !actor->player->Bot->missile)
|
||||
{ //Keep angle that where when shot where decided.
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
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->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->Bot.enemy, SHOOTFOV+5*ANGLE_1))
|
||||
if(Check_LOS(actor, actor->player->Bot->enemy, SHOOTFOV+5*ANGLE_1))
|
||||
maxturn = 3;
|
||||
}
|
||||
|
||||
int distance = actor->player->Bot.angle - actor->angle;
|
||||
int distance = actor->player->Bot->angle - actor->angle;
|
||||
|
||||
if (abs (distance) < OKAYRANGE && !actor->player->Bot.enemy)
|
||||
if (abs (distance) < OKAYRANGE && !actor->player->Bot->enemy)
|
||||
return;
|
||||
|
||||
distance /= TURNSENS;
|
||||
|
|
172
src/b_think.cpp
172
src/b_think.cpp
|
@ -28,13 +28,13 @@ void FCajunMaster::Think (AActor *actor, ticcmd_t *cmd)
|
|||
{
|
||||
memset (cmd, 0, sizeof(*cmd));
|
||||
|
||||
if (actor->player->Bot.enemy && actor->player->Bot.enemy->health <= 0)
|
||||
actor->player->Bot.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->Bot.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->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--;
|
||||
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->Bot.t_respawn)
|
||||
if (actor->player->Bot->t_respawn)
|
||||
{
|
||||
actor->player->Bot.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->Bot.isbot)
|
||||
if (b->Bot == NULL)
|
||||
return;
|
||||
|
||||
stuck = false;
|
||||
dist = b->Bot.dest ? P_AproxDistance(actor->x-b->Bot.dest->x, actor->y-b->Bot.dest->y) : 0;
|
||||
dist = b->Bot->dest ? P_AproxDistance(actor->x-b->Bot->dest->x, actor->y-b->Bot->dest->y) : 0;
|
||||
|
||||
if (b->Bot.missile &&
|
||||
((!b->Bot.missile->velx || !b->Bot.missile->vely) || !Check_LOS(actor, b->Bot.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->Bot.sleft = !b->Bot.sleft;
|
||||
b->Bot.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->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.
|
||||
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->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;
|
||||
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->Bot.oldx, actor->y-b->Bot.oldy)<50000)
|
||||
&& b->Bot.t_strafe<=0)
|
||||
if ((P_AproxDistance(actor->x-b->Bot->oldx, actor->y-b->Bot->oldy)<50000)
|
||||
&& b->Bot->t_strafe<=0)
|
||||
{
|
||||
b->Bot.t_strafe = 5;
|
||||
b->Bot.sleft = !b->Bot.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->Bot.enemy && Check_LOS (actor, b->Bot.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->Bot.enemy && P_CheckSight (actor, b->Bot.enemy, 0)) //Fight!
|
||||
else if (b->Bot->enemy && P_CheckSight (actor, b->Bot->enemy, 0)) //Fight!
|
||||
{
|
||||
Pitch (actor, b->Bot.enemy);
|
||||
Pitch (actor, b->Bot->enemy);
|
||||
|
||||
//Check if it's more important to get an item than fight.
|
||||
if (b->Bot.dest && (b->Bot.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->Bot.dest->IsKindOf (PClass::FindClass (#x))
|
||||
#define is(x) b->Bot->dest->IsKindOf (PClass::FindClass (#x))
|
||||
if (
|
||||
(
|
||||
(actor->health < b->Bot.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->Bot.dest))
|
||||
&& Reachable (actor, b->Bot->dest))
|
||||
#undef is
|
||||
{
|
||||
goto roam; //Pick it up, no matter the situation. All bonuses are nice close up.
|
||||
}
|
||||
}
|
||||
|
||||
b->Bot.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->Bot.enemy->flags3 & MF3_ISMONSTER))
|
||||
b->Bot.t_fight = AFTERTICS;
|
||||
if (!(b->Bot->enemy->flags3 & MF3_ISMONSTER))
|
||||
b->Bot->t_fight = AFTERTICS;
|
||||
|
||||
if (b->Bot.t_strafe <= 0 &&
|
||||
(P_AproxDistance(actor->x-b->Bot.oldx, actor->y-b->Bot.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->Bot.t_strafe = 5;
|
||||
b->Bot.sleft = !b->Bot.sleft;
|
||||
b->Bot->t_strafe = 5;
|
||||
b->Bot->sleft = !b->Bot->sleft;
|
||||
}
|
||||
|
||||
b->Bot.angle = R_PointToAngle2(actor->x, actor->y, b->Bot.enemy->x, b->Bot.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->Bot.enemy->x, actor->y-b->Bot.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->Bot.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->Bot.enemy->flags3 & MF3_ISMONSTER) ? -FORWARDWALK : -FORWARDRUN;
|
||||
cmd->ucmd.forwardmove = (b->Bot->enemy->flags3 & MF3_ISMONSTER) ? -FORWARDWALK : -FORWARDRUN;
|
||||
}
|
||||
|
||||
//Strafing.
|
||||
if (b->Bot.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->Bot.sleft ? -SIDEWALK : SIDEWALK;
|
||||
cmd->ucmd.sidemove = b->Bot->sleft ? -SIDEWALK : SIDEWALK;
|
||||
}
|
||||
else
|
||||
{
|
||||
cmd->ucmd.sidemove = b->Bot.sleft ? -SIDERUN : SIDERUN;
|
||||
cmd->ucmd.sidemove = b->Bot->sleft ? -SIDERUN : SIDERUN;
|
||||
}
|
||||
Dofire (actor, cmd); //Order bot to fire current weapon
|
||||
}
|
||||
else if (b->Bot.mate && !b->Bot.enemy && (!b->Bot.dest || b->Bot.dest==b->Bot.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->Bot.mate);
|
||||
Pitch (actor, b->Bot->mate);
|
||||
|
||||
if (!Reachable (actor, b->Bot.mate))
|
||||
if (!Reachable (actor, b->Bot->mate))
|
||||
{
|
||||
if (b->Bot.mate == b->Bot.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->Bot.dest = NULL;
|
||||
b->Bot->dest = NULL;
|
||||
}
|
||||
goto roam;
|
||||
}
|
||||
|
||||
actor->player->Bot.angle = R_PointToAngle2(actor->x, actor->y, b->Bot.mate->x, b->Bot.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->Bot.mate->x, actor->y - b->Bot.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->Bot.first_shot = true;
|
||||
b->Bot->first_shot = true;
|
||||
|
||||
/////
|
||||
roam:
|
||||
/////
|
||||
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.
|
||||
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->Bot.dest && !(b->Bot.dest->flags&MF_SPECIAL) && b->Bot.dest->health < 0)
|
||||
if (b->Bot->dest && !(b->Bot->dest->flags&MF_SPECIAL) && b->Bot->dest->health < 0)
|
||||
{ //Roaming after something dead.
|
||||
b->Bot.dest = NULL;
|
||||
b->Bot->dest = NULL;
|
||||
}
|
||||
|
||||
if (b->Bot.dest == NULL)
|
||||
if (b->Bot->dest == NULL)
|
||||
{
|
||||
if (b->Bot.t_fight && b->Bot.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->Bot.enemy->player)
|
||||
if (b->Bot->enemy->player)
|
||||
{
|
||||
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.
|
||||
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->Bot.angle = R_PointToAngle2(actor->x, actor->y, b->Bot.enemy->x, b->Bot.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->Bot.dest = b->Bot.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->Bot.dest = item;
|
||||
b->Bot->dest = item;
|
||||
}
|
||||
}
|
||||
else if (b->Bot.mate && (r < 179 || P_CheckSight(actor, b->Bot.mate)))
|
||||
else if (b->Bot->mate && (r < 179 || P_CheckSight(actor, b->Bot->mate)))
|
||||
{
|
||||
b->Bot.dest = b->Bot.mate;
|
||||
b->Bot->dest = b->Bot->mate;
|
||||
}
|
||||
else if ((playeringame[(r&(MAXPLAYERS-1))]) && players[(r&(MAXPLAYERS-1))].mo->health > 0)
|
||||
{
|
||||
b->Bot.dest = players[(r&(MAXPLAYERS-1))].mo;
|
||||
b->Bot->dest = players[(r&(MAXPLAYERS-1))].mo;
|
||||
}
|
||||
}
|
||||
|
||||
if (b->Bot.dest)
|
||||
if (b->Bot->dest)
|
||||
{
|
||||
b->Bot.t_roam = MAXROAM;
|
||||
b->Bot->t_roam = MAXROAM;
|
||||
}
|
||||
}
|
||||
if (b->Bot.dest)
|
||||
if (b->Bot->dest)
|
||||
{ //Bot has a target so roam after it.
|
||||
Roam (actor, cmd);
|
||||
}
|
||||
|
||||
} //End of movement main part.
|
||||
|
||||
if (!b->Bot.t_roam && b->Bot.dest)
|
||||
if (!b->Bot->t_roam && b->Bot->dest)
|
||||
{
|
||||
b->Bot.prev = b->Bot.dest;
|
||||
b->Bot.dest = NULL;
|
||||
b->Bot->prev = b->Bot->dest;
|
||||
b->Bot->dest = NULL;
|
||||
}
|
||||
|
||||
if (b->Bot.t_fight<(AFTERTICS/2))
|
||||
if (b->Bot->t_fight<(AFTERTICS/2))
|
||||
actor->flags |= MF_DROPOFF;
|
||||
|
||||
b->Bot.oldx = actor->x;
|
||||
b->Bot.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->Bot.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->Bot.dest == NULL ||
|
||||
!(b->Bot.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->Bot.prev = b->Bot.dest;
|
||||
b->Bot.dest = item;
|
||||
b->Bot.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->Bot.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->Bot.allround = !!*enemy;
|
||||
actor->player->Bot->allround = !!*enemy;
|
||||
*enemy = NULL;
|
||||
*enemy = Find_enemy(actor);
|
||||
if (!*enemy)
|
||||
|
|
|
@ -978,19 +978,19 @@ void D_DoomLoop ()
|
|||
int i;
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (playeringame[i] && players[i].Bot.isbot && players[i].mo)
|
||||
if (playeringame[i] && players[i].Bot != NULL && players[i].mo)
|
||||
{
|
||||
players[i].Bot.savedyaw = players[i].mo->angle;
|
||||
players[i].Bot.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].Bot.isbot && players[i].mo)
|
||||
if (playeringame[i] && players[i].Bot != NULL && players[i].mo)
|
||||
{
|
||||
players[i].mo->angle = players[i].Bot.savedyaw;
|
||||
players[i].mo->pitch = players[i].Bot.savedpitch;
|
||||
players[i].mo->angle = players[i].Bot->savedyaw;
|
||||
players[i].mo->pitch = players[i].Bot->savedpitch;
|
||||
}
|
||||
}
|
||||
if (advancedemo)
|
||||
|
|
|
@ -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].Bot.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]].Bot.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]].Bot.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].Bot.isbot && players[i].mo)
|
||||
if (playeringame[i] && players[i].Bot != NULL && players[i].mo)
|
||||
{
|
||||
players[i].Bot.savedyaw = players[i].mo->angle;
|
||||
players[i].Bot.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].Bot.isbot && players[i].mo)
|
||||
if (playeringame[i] && players[i].Bot != NULL && players[i].mo)
|
||||
{
|
||||
players[i].mo->angle = players[i].Bot.savedyaw;
|
||||
players[i].mo->pitch = players[i].Bot.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].Bot.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].Bot.isbot || NetMode == NET_PacketServer)
|
||||
if (players[j].Bot != NULL || NetMode == NET_PacketServer)
|
||||
{
|
||||
playerbytes[l++] = j;
|
||||
netbuffer[k++] = j;
|
||||
|
@ -1308,7 +1308,7 @@ void NetUpdate (void)
|
|||
}
|
||||
else if (i != 0)
|
||||
{
|
||||
if (players[playerbytes[l]].Bot.isbot)
|
||||
if (players[playerbytes[l]].Bot != NULL)
|
||||
{
|
||||
WriteWord (0, &cmddata); // fake consistancy word
|
||||
}
|
||||
|
@ -2250,10 +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:
|
||||
|
@ -2709,10 +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;
|
||||
|
@ -2874,7 +2874,7 @@ static void Network_Controller (int playernum, bool add)
|
|||
return;
|
||||
}
|
||||
|
||||
if (players[playernum].Bot.isbot)
|
||||
if (players[playernum].Bot != NULL)
|
||||
{
|
||||
Printf ("Bots cannot be added to the controller list.\n");
|
||||
return;
|
||||
|
|
|
@ -442,7 +442,7 @@ public:
|
|||
FName LastDamageType; // [RH] For damage-specific pain and death sounds
|
||||
|
||||
//Added by MC:
|
||||
FBot Bot;
|
||||
TObjPtr<DBot> Bot;
|
||||
|
||||
bool settings_controller; // Player can control game settings.
|
||||
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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].Bot.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].Bot.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 *OldBot; //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->Bot.skill; //Added by MC:
|
||||
userinfo.TransferFrom(p->userinfo);
|
||||
actor = p->mo;
|
||||
cls = p->cls;
|
||||
log = p->LogText;
|
||||
chasecam = p->cheats & CF_CHASECAM;
|
||||
OldBot = p->Bot; //Added by MC:
|
||||
|
||||
// Reset player structure to its defaults
|
||||
p->~player_t();
|
||||
|
@ -1374,7 +1374,12 @@ void G_PlayerReborn (int player)
|
|||
p->LogText = log;
|
||||
p->cheats |= chasecam;
|
||||
|
||||
p->Bot.skill = b_skill; //Added by MC:
|
||||
//Added by MC: Init bot structure.
|
||||
if (OldBot != NULL)
|
||||
{
|
||||
p->Bot = new DBot;
|
||||
p->Bot->skill = OldBot->skill;
|
||||
}
|
||||
|
||||
p->oldbuttons = ~0, p->attackdown = true; p->usedown = true; // don't do anything immediately
|
||||
p->original_oldbuttons = ~0;
|
||||
|
@ -1385,12 +1390,6 @@ void G_PlayerReborn (int player)
|
|||
actor->GiveDefaultInventory ();
|
||||
p->ReadyWeapon = p->PendingWeapon;
|
||||
}
|
||||
|
||||
//Added by MC: Init bot structure.
|
||||
if (bglobal.botingame[player])
|
||||
bglobal.CleanBotstuff (p);
|
||||
else
|
||||
p->Bot.isbot = false;
|
||||
}
|
||||
|
||||
//
|
||||
|
|
|
@ -1110,6 +1110,11 @@ void G_StartTravel ()
|
|||
P_DelSector_List ();
|
||||
}
|
||||
}
|
||||
|
||||
if (players[i].Bot != NULL)
|
||||
{
|
||||
players[i].Bot->ChangeStatNum (STAT_TRAVELLING);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1184,6 +1189,11 @@ void G_FinishTravel ()
|
|||
pawn->SetState(pawn->SpawnState);
|
||||
pawn->player->SendPitchLimits();
|
||||
|
||||
if (pawn->player->Bot != NULL)
|
||||
{
|
||||
pawn->player->Bot->ChangeStatNum (STAT_DEFAULT);
|
||||
}
|
||||
|
||||
for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
|
||||
{
|
||||
inv->ChangeStatNum (STAT_INVENTORY);
|
||||
|
|
|
@ -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].Bot.dest)
|
||||
players[i].Bot.dest = NULL;
|
||||
if (playeringame[i] && players[i].Bot != NULL && this == players[i].Bot->dest)
|
||||
players[i].Bot->dest = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -4228,7 +4228,7 @@ int DLevelScript::DoClassifyActor(int tid)
|
|||
{
|
||||
classify |= ACTOR_VOODOODOLL;
|
||||
}
|
||||
if (actor->player->Bot.isbot)
|
||||
if (actor->player->Bot != NULL)
|
||||
{
|
||||
classify |= ACTOR_BOT;
|
||||
}
|
||||
|
@ -8632,7 +8632,7 @@ scriptwait:
|
|||
}
|
||||
else
|
||||
{
|
||||
STACK(1) = players[STACK(1)].Bot.isbot;
|
||||
STACK(1) = (players[STACK(1)].Bot != NULL);
|
||||
}
|
||||
break;
|
||||
|
||||
|
|
|
@ -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->Bot.isbot)
|
||||
if (!thing->player || thing->player->Bot != NULL)
|
||||
return false; // JDC: bad guys never close doors
|
||||
//Added by MC: Neither do bots.
|
||||
|
||||
|
|
|
@ -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->Bot.isbot && special == toucher->player->Bot.dest)
|
||||
if (toucher->player != NULL && toucher->player->Bot != NULL && special == toucher->player->Bot->dest)
|
||||
{
|
||||
toucher->player->Bot.prev = toucher->player->Bot.dest;
|
||||
toucher->player->Bot.dest = NULL;
|
||||
toucher->player->Bot->prev = toucher->player->Bot->dest;
|
||||
toucher->player->Bot->dest = NULL;
|
||||
}
|
||||
|
||||
special->Touch (toucher);
|
||||
|
@ -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->Bot.isbot)
|
||||
player->Bot.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].Bot.isbot && this == players[i].Bot.enemy)
|
||||
if (players[i].Bot != NULL && this == players[i].Bot->enemy)
|
||||
{
|
||||
if (players[i].Bot.dest == players[i].Bot.enemy)
|
||||
players[i].Bot.dest = NULL;
|
||||
players[i].Bot.enemy = NULL;
|
||||
if (players[i].Bot->dest == players[i].Bot->enemy)
|
||||
players[i].Bot->dest = NULL;
|
||||
players[i].Bot->enemy = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1194,9 +1194,9 @@ 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->Bot.isbot)
|
||||
if (player->Bot != NULL)
|
||||
{
|
||||
player->Bot.allround = true;
|
||||
player->Bot->allround = true;
|
||||
}
|
||||
|
||||
// end of game hell hack
|
||||
|
|
|
@ -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->Bot.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->Bot.prev = thing->player->Bot.dest;
|
||||
thing->player->Bot.dest = NULL;
|
||||
thing->player->Bot->prev = thing->player->Bot->dest;
|
||||
thing->player->Bot->dest = NULL;
|
||||
thing->velx = 0;
|
||||
thing->vely = 0;
|
||||
thing->z = oldz;
|
||||
|
|
|
@ -3116,7 +3116,7 @@ void AActor::Tick ()
|
|||
special2++;
|
||||
}
|
||||
//Added by MC: Freeze mode.
|
||||
if (bglobal.freeze && !(player && !player->Bot.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].Bot.isbot)
|
||||
if (!playeringame[i] || players[i].Bot == NULL)
|
||||
continue;
|
||||
|
||||
if (flags3 & MF3_ISMONSTER)
|
||||
{
|
||||
if (health > 0
|
||||
&& !players[i].Bot.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].Bot.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].Bot.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].Bot.missile = this;
|
||||
players[i].Bot->missile = this;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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->Bot.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->Bot.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->Bot.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->Bot.isbot && bot_observer)
|
||||
if (player->Bot == NULL && bot_observer)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -271,7 +271,7 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
|
|||
|
||||
dst->cheats |= chasecam;
|
||||
|
||||
if (dst->Bot.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
|
||||
|
|
|
@ -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].Bot.isbot))
|
||||
/*Added by MC: Freeze mode.*/!(bglobal.freeze && players[i].Bot != NULL))
|
||||
P_PlayerThink (&players[i]);
|
||||
|
||||
StatusBar->Tick (); // [RH] moved this here
|
||||
|
|
108
src/p_user.cpp
108
src/p_user.cpp
|
@ -293,6 +293,7 @@ player_t::player_t()
|
|||
respawn_time(0),
|
||||
camera(0),
|
||||
air_finished(0),
|
||||
Bot(0),
|
||||
BlendR(0),
|
||||
BlendG(0),
|
||||
BlendB(0),
|
||||
|
@ -311,7 +312,6 @@ player_t::player_t()
|
|||
memset (&cmd, 0, sizeof(cmd));
|
||||
memset (frags, 0, sizeof(frags));
|
||||
memset (psprites, 0, sizeof(psprites));
|
||||
memset (&Bot, 0, sizeof(Bot));
|
||||
}
|
||||
|
||||
player_t &player_t::operator=(const player_t &p)
|
||||
|
@ -379,29 +379,7 @@ player_t &player_t::operator=(const player_t &p)
|
|||
camera = p.camera;
|
||||
air_finished = p.air_finished;
|
||||
LastDamageType = p.LastDamageType;
|
||||
Bot.savedyaw = p.Bot.savedyaw;
|
||||
Bot.savedpitch = p.Bot.savedpitch;
|
||||
Bot.angle = p.Bot.angle;
|
||||
Bot.dest = p.Bot.dest;
|
||||
Bot.prev = p.Bot.prev;
|
||||
Bot.enemy = p.Bot.enemy;
|
||||
Bot.missile = p.Bot.missile;
|
||||
Bot.mate = p.Bot.mate;
|
||||
Bot.last_mate = p.Bot.last_mate;
|
||||
Bot.skill = p.Bot.skill;
|
||||
Bot.t_active = p.Bot.t_active;
|
||||
Bot.t_respawn = p.Bot.t_respawn;
|
||||
Bot.t_strafe = p.Bot.t_strafe;
|
||||
Bot.t_react = p.Bot.t_react;
|
||||
Bot.t_fight = p.Bot.t_fight;
|
||||
Bot.t_roam = p.Bot.t_roam;
|
||||
Bot.t_rocket = p.Bot.t_rocket;
|
||||
Bot.isbot = p.Bot.isbot;
|
||||
Bot.first_shot = p.Bot.first_shot;
|
||||
Bot.sleft = p.Bot.sleft;
|
||||
Bot.allround = p.Bot.allround;
|
||||
Bot.oldx = p.Bot.oldx;
|
||||
Bot.oldy = p.Bot.oldy;
|
||||
Bot = p.Bot;
|
||||
settings_controller = p.settings_controller;
|
||||
BlendR = p.BlendR;
|
||||
BlendG = p.BlendG;
|
||||
|
@ -444,12 +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 (*&Bot.dest == old) Bot.dest = replacement, changed++;
|
||||
if (*&Bot.prev == old) Bot.prev = replacement, changed++;
|
||||
if (*&Bot.enemy == old) Bot.enemy = replacement, changed++;
|
||||
if (*&Bot.missile == old) Bot.missile = replacement, changed++;
|
||||
if (*&Bot.mate == old) Bot.mate = replacement, changed++;
|
||||
if (*&Bot.last_mate == old) Bot.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++;
|
||||
|
@ -464,12 +437,7 @@ size_t player_t::PropagateMark()
|
|||
GC::Mark(poisoner);
|
||||
GC::Mark(attacker);
|
||||
GC::Mark(camera);
|
||||
GC::Mark(Bot.dest);
|
||||
GC::Mark(Bot.prev);
|
||||
GC::Mark(Bot.enemy);
|
||||
GC::Mark(Bot.missile);
|
||||
GC::Mark(Bot.mate);
|
||||
GC::Mark(Bot.last_mate);
|
||||
GC::Mark(Bot);
|
||||
GC::Mark(ReadyWeapon);
|
||||
GC::Mark(ConversationNPC);
|
||||
GC::Mark(ConversationPC);
|
||||
|
@ -718,10 +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->Bot.isbot && consoleplayer == Net_Arbitrator))
|
||||
(player->Bot != NULL && consoleplayer == Net_Arbitrator))
|
||||
{
|
||||
FWeaponSlots local_slots(player->weapons);
|
||||
if (player->Bot.isbot)
|
||||
if (player->Bot != NULL)
|
||||
{ // Bots only need weapons from KEYCONF, not INI modifications.
|
||||
P_PlaybackKeyConfWeapons(&local_slots);
|
||||
}
|
||||
|
@ -2153,7 +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->Bot.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;
|
||||
|
@ -2985,9 +2953,17 @@ void player_t::Serialize (FArchive &arc)
|
|||
<< respawn_time
|
||||
<< air_finished
|
||||
<< turnticks
|
||||
<< oldbuttons
|
||||
<< Bot.isbot
|
||||
<< BlendR
|
||||
<< oldbuttons;
|
||||
bool IsBot;
|
||||
if (SaveVersion >= 4514)
|
||||
{
|
||||
arc << Bot;
|
||||
}
|
||||
else
|
||||
{
|
||||
arc << IsBot;
|
||||
}
|
||||
arc << BlendR
|
||||
<< BlendG
|
||||
<< BlendB
|
||||
<< BlendA;
|
||||
|
@ -3070,32 +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 (Bot.isbot)
|
||||
if (SaveVersion < 4514 && IsBot)
|
||||
{
|
||||
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;
|
||||
}
|
||||
else
|
||||
{
|
||||
Bot.dest = Bot.prev = Bot.enemy = Bot.missile = Bot.mate = Bot.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 ())
|
||||
{
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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].Bot.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->Bot.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].Bot.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->Bot.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->Bot.isbot)
|
||||
== players[i].oldbuttons) && player->Bot == NULL)
|
||||
{
|
||||
acceleratestage = 1;
|
||||
playerready[i] = true;
|
||||
|
|
Loading…
Reference in a new issue