game-source/paroxysm/quake/botgrab.qc
Bill Currie 7f3ef60d60 compiles with qfcc (this was probably a pointless exercise due to Deek's
work, but it's nice having a compilable base paroxysm).
2002-02-21 20:36:23 +00:00

222 lines
5.4 KiB
C++

//These are item routines for the POXbot
//It seemed better to write new code for this rather than messing with item.qc.
//This gives a lot more control over bot-specific stuff
//---------------------------------------
//Health
//---------------------------------------
void() bot_grab_health =
{
//Needed so packs don't make a health sound in FFA mode
if (self.goalentity.classname != "pack")
{
if (self.goalentity.healamount == 100)
sound (self, CHAN_ITEM, "items/r_item2.wav", 1, ATTN_NORM);
else
sound (self, CHAN_ITEM, "items/health1.wav", 1, ATTN_NORM);
}
self.health = self.health + self.goalentity.healamount;
//max health out at 100 unless megahealth
if (self.health > self.max_health && self.goalentity.healtype != 2)
self.health = self.max_health;
//max out megahealth
if (self.health > 250)
self.health = 250;
};
void() bound_bot_ammo;
// - POX v1.1 - took a hint from the URQW patch and cleaned this up a bit (got rid of classnames)
//---------------------------------------
//Weapons
//---------------------------------------
//Returns TRUE if bot has the weapon
float(entity weap) bot_has_weapon =
{
if (weap.weapon == IT_PLASMAGUN && (!(self.items & IT_PLASMAGUN)))
return FALSE;
else if (weap.weapon == IT_SUPER_NAILGUN && (!(self.items & IT_SUPER_NAILGUN)))
return FALSE;
else if (weap.weapon == IT_COMBOGUN && (!(self.items & IT_COMBOGUN)))
return FALSE;
else if (weap.weapon == IT_GRENADE_LAUNCHER && (!(self.items & IT_GRENADE_LAUNCHER)))
return FALSE;
else if (weap.weapon == IT_ROCKET_LAUNCHER && (!(self.items & IT_ROCKET_LAUNCHER)))
return FALSE;
else
return TRUE;
};
void() bot_grab_weapon =
{
local float weap = 0;
if (self.goalentity.weapon == IT_PLASMAGUN)
{
self.currentammo = self.ammo_cells = self.ammo_cells + 12;
sound (self, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM);
weap = IT_PLASMAGUN;
}
else if (self.goalentity.weapon == IT_SUPER_NAILGUN)
{
self.currentammo = self.ammo_nails = self.ammo_nails + 30;
sound (self, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM);
weap = IT_SUPER_NAILGUN;
}
else if (self.goalentity.weapon == IT_COMBOGUN)
{
self.ammo_rockets = self.ammo_rockets + 2;
self.currentammo = self.ammo_shells = self.ammo_shells + 5;
sound (self, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM);
weap = IT_COMBOGUN;
}
else if (self.goalentity.weapon == IT_ROCKET_LAUNCHER)
{
self.currentammo = self.ammo_rockets = self.ammo_rockets + 5;
sound (self, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM);
weap = IT_ROCKET_LAUNCHER;
}
else if (self.goalentity.weapon == IT_GRENADE_LAUNCHER)
{
self.currentammo = self.ammo_rockets = self.ammo_rockets + 5;
sound (self, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM);
weap = IT_GRENADE_LAUNCHER;
}
bound_bot_ammo();
self.items = self.items | weap;
self.weapon = weap;
/*TESTING
bprint(self.netname);
bprint(" got the ");
bprint(self.goalentity.netname);
bprint ("\n");
*/
};
//---------------------------------------
//Ammo
//---------------------------------------
//Returns TRUE if bot already has max amount of certain ammo
float(entity am) bot_max_ammo =
{
if (am.weapon == 1 && (self.ammo_shells < 100))
return FALSE;
else if (am.weapon == 2 && (self.ammo_nails < 200))
return FALSE;
else if (am.weapon == 3 && (self.ammo_rockets < 100))
return FALSE;
else if (am.weapon == 4 && (self.ammo_cells < 200))
return FALSE;
else
return TRUE;
};
void() bound_bot_ammo =
{
if (self.ammo_shells > 100)
self.ammo_shells = 100;
if (self.ammo_nails > 200)
self.ammo_nails = 200;
if (self.ammo_rockets > 100)
self.ammo_rockets = 100;
if (self.ammo_cells > 200)
self.ammo_cells = 200;
return;
};
void() bot_grab_ammo =
{
sound (self, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM);
if (self.goalentity.weapon == 1)
self.ammo_shells = self.ammo_shells + self.goalentity.aflag;
else if (self.goalentity.weapon == 2)
self.ammo_nails = self.ammo_nails + self.goalentity.aflag;
else if (self.goalentity.weapon == 3)
self.ammo_rockets = self.ammo_rockets + self.goalentity.aflag;
else if (self.goalentity.weapon == 4)
self.ammo_cells = self.ammo_cells + self.goalentity.aflag;
/*TESTING
bprint(self.netname);
bprint(" got ");
bprint(ftos(self.goalentity.aflag));
bprint (" ammo\n");
*/
bound_bot_ammo();
};
//-------------------------------------------------------------
//This Section handles PowerUps (Quad, Cloalk, MegaShields)
//-------------------------------------------------------------
void() bot_grab_powerup =
{
if (self.health <= 0)
return;
sound (self, CHAN_VOICE, self.goalentity.noise, 1, ATTN_NORM);
self.items = self.items | self.goalentity.items;
// do the apropriate action
if (self.goalentity.classname == "item_artifact_envirosuit")
{
self.rad_time = 1;
self.radsuit_finished = time + 30;
}
if (self.goalentity.classname == "item_artifact_invulnerability")
{
self.invincible_time = 1;
self.invincible_finished = time + 30;
}
if (self.goalentity.classname == "item_artifact_invisibility")
{
self.invisible_time = 1;
self.invisible_finished = time + 30;
}
if (self.goalentity.classname == "item_artifact_super_damage")
{
self.super_time = 1;
self.super_damage_finished = time + 30;
}
//POX - no target use for bots
//activator = other;
//SUB_UseTargets(); // fire all targets / killtargets
};