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Remove this code, it's in grand-pricks & functional now
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1 changed files with 0 additions and 141 deletions
141
src/k_bot.c
141
src/k_bot.c
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@ -197,147 +197,6 @@ void K_UpdateMatchRaceBots(void)
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// We should have enough bots now :)
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}
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#if 0
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// This is mostly just pesudo code right now...
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void K_InitGrandPrixBots(void)
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{
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const UINT8 defaultbotskin = 9; // eggrobo
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// startingdifficulty: Easy = 3, Normal = 6, Hard = 9
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const UINT8 startingdifficulty = min(MAXBOTDIFFICULTY, (cv_kartspeed.value + 1) * 3);
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UINT8 difficultylevels[MAXPLAYERS];
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UINT8 playercount = 8;
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UINT8 wantedbots = 0;
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UINT8 numplayers = 0;
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UINT8 competitors[4];
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boolean skinusable[MAXSKINS];
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UINT8 botskinlist[MAXPLAYERS];
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UINT8 botskinlistpos = 0;
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UINT8 i;
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memset(difficultylevels, MAXBOTDIFFICULTY, sizeof (difficultylevels));
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memset(competitors, MAXPLAYERS, sizeof (competitors));
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memset(botskinlist, defaultbotskin, sizeof (botskinlist));
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// init usable bot skins list
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for (i = 0; i < MAXSKINS; i++)
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{
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if (i < numskins)
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{
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skinusable[i] = true;
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}
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else
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{
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skinusable[i] = false;
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}
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}
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// init difficulty levels list
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//if (!mastermodebots) {
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difficultylevels[MAXPLAYERS] = {
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max(1, startingdifficulty),
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max(1, startingdifficulty-1),
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max(1, startingdifficulty-2),
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max(1, startingdifficulty-3),
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max(1, startingdifficulty-3),
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max(1, startingdifficulty-4),
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max(1, startingdifficulty-4),
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max(1, startingdifficulty-4),
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max(1, startingdifficulty-5),
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max(1, startingdifficulty-5),
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max(1, startingdifficulty-6),
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max(1, startingdifficulty-6),
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max(1, startingdifficulty-7),
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max(1, startingdifficulty-7),
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max(1, startingdifficulty-8),
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max(1, startingdifficulty-8),
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};
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (numplayers < MAXSPLITSCREENPLAYERS)
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{
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if (playeringame[i] && !players[i].spectator)
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{
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competitors[numplayers] = i;
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numplayers++;
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}
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}
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else
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{
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if (playeringame[i])
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{
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players[i].spectator = true; // force spectate for all other players, if they happen to exist?
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}
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}
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}
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if (numplayers > 2)
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{
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// Add 3 bots per player beyond 2P
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playercount += (numplayers-2) * 3;
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}
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wantedbots = playercount - numplayers;
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// Create rival list
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// TODO: Use player skin's set rivals
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// Starting with P1's rival1, P2's rival1, P3's rival1, P4's rival1,
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// then P1's rival2, P2's rival2, etc etc etc etc.......
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// then skip over any duplicates.
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// Pad the remaining list with random skins if we need to
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if (botskinlistpos < wantedbots)
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{
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for (i = botskinlistpos; i < wantedbots; i++)
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{
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UINT8 val = M_RandomKey(numskins);
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UINT8 loops = 0;
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while (!skinusable[val])
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{
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if (loops >= numskins)
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{
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// no more skins
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break;
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}
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val++;
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if (val >= numskins)
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{
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val = 0;
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}
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loops++;
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}
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if (loops >= numskins)
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{
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// leave the rest of the table as the default skin
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break;
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}
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botskinlist[i] = val;
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skinusable[val] = false;
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}
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}
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for (i = 0; i < wantedbots; i++)
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{
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if (!K_AddBot(botskinlist[i], difficultylevels[i], &newplayernum))
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{
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break;
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}
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}
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}
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#endif
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boolean K_PlayerUsesBotMovement(player_t *player)
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{
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if (player->bot || player->exiting)
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