mirror of
https://github.com/KartKrewDev/RingRacers.git
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939 lines
21 KiB
C
939 lines
21 KiB
C
// DR. ROBOTNIK'S RING RACERS
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//-----------------------------------------------------------------------------
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// Copyright (C) 2024 by Sally "TehRealSalt" Cochenour
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// Copyright (C) 2024 by Kart Krew
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file k_grandprix.c
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/// \brief Grand Prix mode game logic & bot behaviors
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#include "k_grandprix.h"
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#include "k_specialstage.h"
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#include "doomdef.h"
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#include "d_player.h"
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#include "g_game.h"
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#include "k_bot.h"
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#include "k_kart.h"
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#include "k_podium.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "r_things.h"
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struct grandprixinfo grandprixinfo;
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/*--------------------------------------------------
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UINT8 K_BotStartingDifficulty(SINT8 value)
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See header file for description.
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--------------------------------------------------*/
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UINT8 K_BotStartingDifficulty(SINT8 value)
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{
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// startingdifficulty: Easy = 3, Normal = 6, Hard = 9
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SINT8 difficulty = (value + 1) * 3;
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if (difficulty > MAXBOTDIFFICULTY)
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{
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difficulty = MAXBOTDIFFICULTY;
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}
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else if (difficulty < 1)
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{
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difficulty = 1;
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}
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return difficulty;
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}
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/*--------------------------------------------------
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INT16 K_CalculateGPRankPoints(UINT8 position, UINT8 numplayers)
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See header file for description.
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--------------------------------------------------*/
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INT16 K_CalculateGPRankPoints(UINT8 position, UINT8 numplayers)
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{
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INT16 points;
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if (position >= numplayers || position == 0)
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{
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// Invalid position, no points
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return 0;
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}
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points = numplayers - position;
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// Give bonus to high-ranking players, depending on player count
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// This rounds out the point gain when you get 1st every race,
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// and gives bots able to catch up in points if a player gets an early lead.
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// The maximum points you can get in a cup is: ((number of players - 1) + (max extra points)) * (number of races)
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// 8P: (7 + 5) * 5 = 60 maximum points
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// 12P: (11 + 5) * 5 = 80 maximum points
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// 16P: (15 + 5) * 5 = 100 maximum points
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switch (numplayers)
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{
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case 0: case 1: case 2: // 1v1
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break; // No bonus needed.
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case 3: case 4: // 3-4P
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if (position == 1) { points += 1; } // 1st gets +1 extra point
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break;
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case 5: case 6: // 5-6P
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if (position == 1) { points += 3; } // 1st gets +3 extra points
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else if (position == 2) { points += 1; } // 2nd gets +1 extra point
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break;
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default: // Normal matches
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if (position == 1) { points += 5; } // 1st gets +5 extra points
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else if (position == 2) { points += 3; } // 2nd gets +3 extra points
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else if (position == 3) { points += 1; } // 3rd gets +1 extra point
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break;
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}
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// somehow underflowed?
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if (points < 0)
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{
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points = 0;
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}
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return points;
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}
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/*--------------------------------------------------
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UINT8 K_GetGPPlayerCount(UINT8 humans)
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See header file for description.
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--------------------------------------------------*/
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UINT8 K_GetGPPlayerCount(UINT8 humans)
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{
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// 1P -> 8 total
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// 2P -> 8 total
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// 3P -> 12 total
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// 4P -> 16 total
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return max(min(humans * 4, MAXPLAYERS), 8);
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}
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/*--------------------------------------------------
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void K_InitGrandPrixBots(void)
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See header file for description.
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--------------------------------------------------*/
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void K_InitGrandPrixBots(void)
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{
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const UINT8 defaultbotskin = R_BotDefaultSkin();
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const UINT8 startingdifficulty = K_BotStartingDifficulty(grandprixinfo.gamespeed);
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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[MAXSPLITSCREENPLAYERS];
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UINT8 usableskins, skincount = (demo.playback ? demo.numskins : numskins);;
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UINT8 grabskins[MAXSKINS+1];
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UINT8 botskinlist[MAXPLAYERS];
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UINT8 botskinlistpos = 0;
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UINT8 newplayernum = 0;
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UINT8 i, j;
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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 (usableskins = 0; usableskins < skincount; usableskins++)
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{
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grabskins[usableskins] = usableskins;
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}
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grabskins[usableskins] = MAXSKINS;
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#if MAXPLAYERS != 16
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I_Error("GP bot difficulty levels need rebalanced for the new player count!\n");
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#endif
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if (grandprixinfo.masterbots)
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{
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// Everyone is max difficulty!!
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memset(difficultylevels, MAXBOTDIFFICULTY, sizeof (difficultylevels));
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}
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else
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{
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// init difficulty levels list
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difficultylevels[0] = max(1, startingdifficulty);
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difficultylevels[1] = max(1, startingdifficulty-1);
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difficultylevels[2] = max(1, startingdifficulty-2);
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difficultylevels[3] = max(1, startingdifficulty-3);
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difficultylevels[4] = max(1, startingdifficulty-3);
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difficultylevels[5] = max(1, startingdifficulty-4);
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difficultylevels[6] = max(1, startingdifficulty-4);
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difficultylevels[7] = max(1, startingdifficulty-4);
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difficultylevels[8] = max(1, startingdifficulty-5);
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difficultylevels[9] = max(1, startingdifficulty-5);
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difficultylevels[10] = max(1, startingdifficulty-5);
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difficultylevels[11] = max(1, startingdifficulty-6);
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difficultylevels[12] = max(1, startingdifficulty-6);
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difficultylevels[13] = max(1, startingdifficulty-7);
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difficultylevels[14] = max(1, startingdifficulty-7);
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difficultylevels[15] = 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 (playeringame[i])
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{
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if (players[i].bot == true)
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{
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// Remove existing bots.
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CL_RemovePlayer(i, KR_LEAVE);
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continue;
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}
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if (numplayers < MAXSPLITSCREENPLAYERS && !players[i].spectator)
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{
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competitors[numplayers] = i;
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grabskins[players[i].skin] = MAXSKINS;
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numplayers++;
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}
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else
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{
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P_SetPlayerSpectator(i); // 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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playercount = K_GetGPPlayerCount(numplayers);
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wantedbots = playercount - numplayers;
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// Create rival list
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if (numplayers > 0)
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{
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for (i = 0; i < SKINRIVALS; i++)
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{
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for (j = 0; j < numplayers; j++)
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{
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player_t *p = &players[competitors[j]];
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const char *rivalname = skins[p->skin].rivals[i];
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INT32 rivalnum = R_SkinAvailable(rivalname);
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// Intentionally referenced before (currently dummied out) unlock check. Such a tease!
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if (rivalnum != -1 && grabskins[(UINT8)rivalnum] != MAXSKINS)
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{
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botskinlist[botskinlistpos++] = (UINT8)rivalnum;
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grabskins[(UINT8)rivalnum] = MAXSKINS;
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}
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}
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}
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}
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// Rearrange usable bot skins list to prevent gaps for randomised selection
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for (i = 0; i < usableskins; i++)
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{
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if (!(grabskins[i] == MAXSKINS || !R_SkinUsable(-1, grabskins[i], true)))
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{
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continue;
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}
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while (usableskins > i && (grabskins[usableskins] == MAXSKINS || !R_SkinUsable(-1, grabskins[usableskins], true)))
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{
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usableskins--;
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}
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grabskins[i] = grabskins[usableskins];
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grabskins[usableskins] = MAXSKINS;
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}
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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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while (botskinlistpos < wantedbots)
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{
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UINT8 skinnum = defaultbotskin;
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if (usableskins > 0)
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{
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UINT8 index = P_RandomKey(PR_BOTS, usableskins);
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skinnum = grabskins[index];
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grabskins[index] = grabskins[--usableskins];
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}
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botskinlist[botskinlistpos++] = skinnum;
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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], BOT_STYLE_NORMAL, &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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/*--------------------------------------------------
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void K_LoadGrandPrixSaveGame(void)
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See header file for description.
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---------------------------------------------------*/
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void K_LoadGrandPrixSaveGame(void)
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{
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if (splitscreen)
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{
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// You're not doing splitscreen runs at GDQ.
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// We are literally 14 days from code freeze
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// and I am not accomodating weird setup this
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// second in my last minute QoL feature.
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// I will *actually* fight you
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return;
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}
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players[consoleplayer].lives = savedata.lives;
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players[consoleplayer].score = savedata.score;
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players[consoleplayer].totalring = savedata.totalring;
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UINT8 i;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (savedata.bots[i].valid == false)
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continue;
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K_SetBot(i, savedata.bots[i].skin, savedata.bots[i].difficulty, BOT_STYLE_NORMAL);
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players[i].botvars.rival = savedata.bots[i].rival;
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players[i].score = savedata.bots[i].score;
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players[i].spectator = K_BotDefaultSpectator();
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}
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}
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/*--------------------------------------------------
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static INT16 K_RivalScore(player_t *bot)
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Creates a "rival score" for a bot, used to determine which bot is the
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most deserving of the rival status.
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Input Arguments:-
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bot - Player to check.
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Return:-
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"Rival score" value.
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--------------------------------------------------*/
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static INT16 K_RivalScore(player_t *bot)
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{
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const UINT16 difficulty = bot->botvars.difficulty;
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const UINT16 score = bot->score;
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SINT8 roundnum = 1, roundsleft = 1;
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UINT16 lowestscore = UINT16_MAX;
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UINT8 lowestdifficulty = MAXBOTDIFFICULTY;
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UINT8 i;
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if (grandprixinfo.cup != NULL && roundqueue.size > 0)
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{
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roundnum = roundqueue.roundnum;
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roundsleft = grandprixinfo.cup->numlevels - roundnum;
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}
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i] || players[i].spectator)
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{
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continue;
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}
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if (players[i].score < lowestscore)
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{
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lowestscore = players[i].score;
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}
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if (players[i].bot == true && players[i].botvars.difficulty < lowestdifficulty)
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{
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lowestdifficulty = players[i].botvars.difficulty;
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}
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}
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// In the early game, difficulty is more important.
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// This will try to influence the higher difficulty bots to get rival more often & get even more points.
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// However, when we're running low on matches left, we need to focus more on raw score!
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return ((difficulty - lowestdifficulty) * roundsleft) + ((score - lowestscore) * roundnum);
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}
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/*--------------------------------------------------
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void K_UpdateGrandPrixBots(void)
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See header file for description.
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--------------------------------------------------*/
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void K_UpdateGrandPrixBots(void)
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{
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player_t *oldrival = NULL;
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player_t *newrival = NULL;
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UINT16 newrivalscore = 0;
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UINT8 i;
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if (K_PodiumSequence() == true)
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{
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return;
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}
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i] || !players[i].bot)
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{
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continue;
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}
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players[i].spectator = K_BotDefaultSpectator();
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}
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if (grandprixinfo.wonround == false)
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{
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return;
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}
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// Find the rival.
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i] || players[i].spectator || !players[i].bot)
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{
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continue;
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}
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if (players[i].botvars.diffincrease)
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{
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players[i].botvars.difficulty += players[i].botvars.diffincrease;
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if (players[i].botvars.difficulty > MAXBOTDIFFICULTY)
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{
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players[i].botvars.difficulty = MAXBOTDIFFICULTY;
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}
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players[i].botvars.diffincrease = 0;
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}
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if (players[i].botvars.rival)
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{
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if (oldrival == NULL)
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{
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// Record the old rival to compare with our calculated new rival
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oldrival = &players[i];
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}
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else
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{
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// Somehow 2 rivals were set?!
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// Let's quietly fix our mess...
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players[i].botvars.rival = false;
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}
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}
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}
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// Find the bot with the best average of score & difficulty.
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for (i = 0; i < MAXPLAYERS; i++)
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{
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UINT16 ns = 0;
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if (!playeringame[i] || players[i].spectator || !players[i].bot)
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{
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continue;
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}
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ns = K_RivalScore(&players[i]);
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if (ns > newrivalscore)
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{
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newrival = &players[i];
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newrivalscore = ns;
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}
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}
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// Even if there's a new rival, we want to make sure that they're a better fit than the current one.
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if (oldrival != newrival)
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{
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if (oldrival != NULL)
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{
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UINT16 os = K_RivalScore(oldrival);
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if (newrivalscore < os + 5)
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{
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// This rival's only *slightly* better, no need to fire the old one.
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// Our current rival's just fine, thank you very much.
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return;
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}
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// Hand over your badge.
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oldrival->botvars.rival = false;
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}
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// Set our new rival!
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newrival->botvars.rival = true;
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}
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}
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/*--------------------------------------------------
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static UINT8 K_BotExpectedStanding(player_t *bot)
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Predicts what placement a bot was expected to be in.
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Used for determining if a bot's difficulty should raise.
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Input Arguments:-
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bot - Player to check.
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Return:-
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Position number the bot was expected to be in.
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--------------------------------------------------*/
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static UINT8 K_BotExpectedStanding(player_t *bot)
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{
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UINT8 pos = 1;
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UINT8 i;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (i == (bot - players))
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{
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continue;
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}
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if (playeringame[i] && !players[i].spectator)
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{
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if (players[i].bot)
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{
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if (players[i].botvars.difficulty > bot->botvars.difficulty)
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{
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pos++;
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}
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else if (players[i].score > bot->score)
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{
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pos++;
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}
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}
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else
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{
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// Human player, always increment
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pos++;
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}
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}
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}
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return pos;
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}
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/*--------------------------------------------------
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void K_IncreaseBotDifficulty(player_t *bot)
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See header file for description.
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--------------------------------------------------*/
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void K_IncreaseBotDifficulty(player_t *bot)
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{
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UINT8 playerCount = 0;
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UINT8 wonCount = 0;
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UINT8 humanThatBeatUs = 0;
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INT16 beatenDelta = 0;
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UINT8 winnerHuman = UINT8_MAX;
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INT16 winnerDelta = 0;
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UINT8 statusQuo = 1;
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INT16 disruptDelta = 0;
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INT16 increase = 1;
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size_t i = SIZE_MAX;
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bot->botvars.diffincrease = 0;
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if (bot->botvars.difficulty >= MAXBOTDIFFICULTY)
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{
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// Already at max difficulty, don't need to increase
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return;
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}
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// Increment bot difficulty based on
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// how much they were beaten by a player!
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|
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// Find the worst-placing player that still beat us.
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for (i = 0; i < MAXPLAYERS; i++)
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{
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player_t *other = NULL;
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if (playeringame[i] == false)
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{
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continue;
|
|
}
|
|
|
|
other = &players[i];
|
|
if (other->spectator == true)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
playerCount++;
|
|
if (other->bot == true)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (other->position <= bot->position && other->position > humanThatBeatUs)
|
|
{
|
|
humanThatBeatUs = other->position;
|
|
}
|
|
|
|
if (other->position < winnerHuman)
|
|
{
|
|
winnerHuman = other->position;
|
|
}
|
|
}
|
|
|
|
wonCount = playerCount / 2;
|
|
if (playerCount & 1)
|
|
{
|
|
// Round up
|
|
wonCount++;
|
|
}
|
|
|
|
statusQuo = K_BotExpectedStanding(bot);
|
|
|
|
// How many levels they gain depends on how hard they beat us,
|
|
// and how much the status quo was disturbed.
|
|
beatenDelta = bot->position - humanThatBeatUs;
|
|
winnerDelta = wonCount - winnerHuman;
|
|
disruptDelta = abs(statusQuo - bot->position);
|
|
|
|
increase = (beatenDelta + winnerDelta + disruptDelta - 2) / 3;
|
|
|
|
SINT8 rankNudge = 1; // Generally, we want bots to rank up at least once, but...
|
|
|
|
// If humans are struggling, we want to back off, or even derank if it's dire.
|
|
// Average human ranks to determine general bot "rank inertia".
|
|
SINT8 totalRank = 0;
|
|
SINT8 humanPlayers = 0;
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
player_t *human = NULL;
|
|
|
|
if (playeringame[i] == false)
|
|
continue;
|
|
|
|
human = &players[i];
|
|
|
|
if (human->spectator == true)
|
|
continue;
|
|
|
|
if (human->bot == true)
|
|
continue;
|
|
|
|
humanPlayers++;
|
|
|
|
totalRank += human->tally.rank;
|
|
}
|
|
|
|
SINT8 averageRank = totalRank / humanPlayers;
|
|
|
|
switch(averageRank)
|
|
{
|
|
case GRADE_E:
|
|
rankNudge = -2;
|
|
break;
|
|
case GRADE_D:
|
|
rankNudge = -1;
|
|
break;
|
|
case GRADE_C:
|
|
case GRADE_B:
|
|
rankNudge = 0;
|
|
break;
|
|
case GRADE_A:
|
|
rankNudge = 1;
|
|
}
|
|
|
|
increase += rankNudge;
|
|
|
|
if (increase <= 0)
|
|
{
|
|
// TYRON: We want to allow SMALL bot rank downs if a player gets rolled but still squeaks by.
|
|
// (Think, like, dire E rank in 4th.)
|
|
// This is a deviation from SalCode™ and should be reexamined if bots get drowsy.
|
|
}
|
|
|
|
bot->botvars.diffincrease = increase;
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
void K_RetireBots(void)
|
|
|
|
See header file for description.
|
|
--------------------------------------------------*/
|
|
void K_RetireBots(void)
|
|
{
|
|
const UINT8 defaultbotskin = R_BotDefaultSkin();
|
|
SINT8 newDifficulty;
|
|
|
|
UINT8 usableskins, skincount = (demo.playback ? demo.numskins : numskins);
|
|
UINT8 grabskins[MAXSKINS+1];
|
|
|
|
UINT8 i;
|
|
|
|
if (grandprixinfo.gp == true
|
|
&& (grandprixinfo.eventmode != GPEVENT_NONE
|
|
|| (grandprixinfo.cup != NULL
|
|
&& roundqueue.size > 0
|
|
&& roundqueue.roundnum >= grandprixinfo.cup->numlevels)))
|
|
{
|
|
// No replacement.
|
|
return;
|
|
}
|
|
|
|
// Init usable bot skins list
|
|
for (usableskins = 0; usableskins < skincount; usableskins++)
|
|
{
|
|
grabskins[usableskins] = usableskins;
|
|
}
|
|
grabskins[usableskins] = MAXSKINS;
|
|
|
|
// Exclude player skins
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
if (players[i].spectator)
|
|
continue;
|
|
|
|
grabskins[players[i].skin] = MAXSKINS;
|
|
}
|
|
|
|
// Rearrange usable bot skins list to prevent gaps for randomised selection
|
|
for (i = 0; i < usableskins; i++)
|
|
{
|
|
if (!(grabskins[i] == MAXSKINS || !R_SkinUsable(-1, grabskins[i], true)))
|
|
continue;
|
|
while (usableskins > i && (grabskins[usableskins] == MAXSKINS || !R_SkinUsable(-1, grabskins[usableskins], true)))
|
|
usableskins--;
|
|
grabskins[i] = grabskins[usableskins];
|
|
grabskins[usableskins] = MAXSKINS;
|
|
}
|
|
|
|
if (grandprixinfo.gp) // Sure, let's let this happen all the time :)
|
|
{
|
|
if (grandprixinfo.masterbots == true)
|
|
{
|
|
newDifficulty = MAXBOTDIFFICULTY;
|
|
}
|
|
else
|
|
{
|
|
const UINT8 startingdifficulty = K_BotStartingDifficulty(grandprixinfo.gamespeed);
|
|
newDifficulty = startingdifficulty - 4;
|
|
if (roundqueue.size > 0)
|
|
{
|
|
newDifficulty += roundqueue.roundnum;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
newDifficulty = cv_kartbot.value;
|
|
}
|
|
|
|
if (newDifficulty > MAXBOTDIFFICULTY)
|
|
{
|
|
newDifficulty = MAXBOTDIFFICULTY;
|
|
}
|
|
else if (newDifficulty < 1)
|
|
{
|
|
newDifficulty = 1;
|
|
}
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
player_t *bot = NULL;
|
|
|
|
if (!playeringame[i] || !players[i].bot || players[i].spectator)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
bot = &players[i];
|
|
|
|
if (bot->pflags & PF_NOCONTEST)
|
|
{
|
|
// HACK!!!!! two days to end of cleanup period :)
|
|
// we do this so that any bot that's been removed doesn't count for K_SetNameForBot conflicts
|
|
player_names[i][0] = '0';
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
player_t *bot = NULL;
|
|
|
|
if (!playeringame[i] || !players[i].bot || players[i].spectator)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
bot = &players[i];
|
|
|
|
if (bot->pflags & PF_NOCONTEST)
|
|
{
|
|
UINT8 skinnum = defaultbotskin;
|
|
|
|
if (usableskins > 0)
|
|
{
|
|
UINT8 index = P_RandomKey(PR_BOTS, usableskins);
|
|
skinnum = grabskins[index];
|
|
grabskins[index] = grabskins[--usableskins];
|
|
}
|
|
|
|
memcpy(&bot->availabilities, R_GetSkinAvailabilities(false, skinnum), MAXAVAILABILITY*sizeof(UINT8));
|
|
|
|
bot->botvars.difficulty = newDifficulty;
|
|
bot->botvars.diffincrease = 0;
|
|
|
|
SetPlayerSkinByNum(i, skinnum);
|
|
bot->skincolor = skins[skinnum].prefcolor;
|
|
K_SetNameForBot(i, skins[skinnum].realname);
|
|
|
|
bot->score = 0;
|
|
bot->pflags &= ~PF_NOCONTEST;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
void K_FakeBotResults(player_t *bot)
|
|
|
|
See header file for description.
|
|
--------------------------------------------------*/
|
|
void K_FakeBotResults(player_t *bot)
|
|
{
|
|
const UINT32 distfactor = FixedMul(32 * mapobjectscale, K_GetKartGameSpeedScalar(gamespeed)) / FRACUNIT;
|
|
UINT32 worstdist = 0;
|
|
tic_t besttime = UINT32_MAX;
|
|
UINT8 numplayers = 0;
|
|
UINT8 i;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && !players[i].spectator)
|
|
{
|
|
numplayers++;
|
|
|
|
if (players[i].exiting && players[i].realtime < besttime)
|
|
{
|
|
besttime = players[i].realtime;
|
|
}
|
|
|
|
if (players[i].distancetofinish > worstdist)
|
|
{
|
|
worstdist = players[i].distancetofinish;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (besttime == UINT32_MAX) // No one finished, so you don't finish either.
|
|
{
|
|
// We don't apply PF_NOCONTEST in the exitlevel case - that's done for all players in G_DoCompleted.
|
|
return;
|
|
}
|
|
|
|
if (bot->distancetofinish >= worstdist) // Last place, you aren't going to finish.
|
|
{
|
|
// This was a successful murder!
|
|
bot->pflags |= PF_NOCONTEST;
|
|
return;
|
|
}
|
|
|
|
// hey, you "won"
|
|
bot->exiting = 1;
|
|
bot->realtime += (bot->distancetofinish / distfactor);
|
|
bot->distancetofinish = 0;
|
|
K_IncreaseBotDifficulty(bot);
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
void K_PlayerLoseLife(player_t *player)
|
|
|
|
See header file for description.
|
|
--------------------------------------------------*/
|
|
void K_PlayerLoseLife(player_t *player)
|
|
{
|
|
if (!G_GametypeUsesLives())
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (player->spectator || player->bot || player->lives <= 0 || (player->pflags & PF_LOSTLIFE))
|
|
{
|
|
return;
|
|
}
|
|
|
|
player->lives--;
|
|
player->pflags |= PF_LOSTLIFE;
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
boolean K_CanChangeRules(boolean allowdemos)
|
|
|
|
See header file for description.
|
|
--------------------------------------------------*/
|
|
boolean K_CanChangeRules(boolean allowdemos)
|
|
{
|
|
if (grandprixinfo.gp == true)
|
|
{
|
|
// Don't cheat the rules of the GP!
|
|
return false;
|
|
}
|
|
|
|
if (marathonmode)
|
|
{
|
|
// Don't cheat the endurance challenge!
|
|
return false;
|
|
}
|
|
|
|
if (modeattacking != ATTACKING_NONE)
|
|
{
|
|
// Don't cheat the rules of Time Trials!
|
|
return false;
|
|
}
|
|
|
|
if (gametype == GT_TUTORIAL || tutorialchallenge == TUTORIALSKIP_INPROGRESS)
|
|
{
|
|
// Tutorials are locked down.
|
|
return false;
|
|
}
|
|
|
|
if (!allowdemos && demo.playback)
|
|
{
|
|
// We've already got our important settings!
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
boolean K_BotDefaultSpectator(player_t *player);
|
|
|
|
See header file for description.
|
|
--------------------------------------------------*/
|
|
boolean K_BotDefaultSpectator(void)
|
|
{
|
|
extern consvar_t cv_forcebots;
|
|
|
|
if (cv_forcebots.value)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!(gametyperules & GTR_BOTS))
|
|
{
|
|
// This gametype does not support bots.
|
|
return true;
|
|
}
|
|
|
|
if (grandprixinfo.eventmode != GPEVENT_NONE)
|
|
{
|
|
// This is a special round of GP, so bots must spectate.
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|