mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-29 07:02:29 +00:00
7f3ef60d60
work, but it's nice having a compilable base paroxysm).
222 lines
5.4 KiB
C++
222 lines
5.4 KiB
C++
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//These are item routines for the POXbot
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//It seemed better to write new code for this rather than messing with item.qc.
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//This gives a lot more control over bot-specific stuff
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//---------------------------------------
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//Health
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//---------------------------------------
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void() bot_grab_health =
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{
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//Needed so packs don't make a health sound in FFA mode
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if (self.goalentity.classname != "pack")
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{
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if (self.goalentity.healamount == 100)
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sound (self, CHAN_ITEM, "items/r_item2.wav", 1, ATTN_NORM);
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else
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sound (self, CHAN_ITEM, "items/health1.wav", 1, ATTN_NORM);
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}
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self.health = self.health + self.goalentity.healamount;
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//max health out at 100 unless megahealth
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if (self.health > self.max_health && self.goalentity.healtype != 2)
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self.health = self.max_health;
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//max out megahealth
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if (self.health > 250)
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self.health = 250;
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};
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void() bound_bot_ammo;
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// - POX v1.1 - took a hint from the URQW patch and cleaned this up a bit (got rid of classnames)
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//---------------------------------------
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//Weapons
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//---------------------------------------
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//Returns TRUE if bot has the weapon
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float(entity weap) bot_has_weapon =
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{
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if (weap.weapon == IT_PLASMAGUN && (!(self.items & IT_PLASMAGUN)))
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return FALSE;
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else if (weap.weapon == IT_SUPER_NAILGUN && (!(self.items & IT_SUPER_NAILGUN)))
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return FALSE;
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else if (weap.weapon == IT_COMBOGUN && (!(self.items & IT_COMBOGUN)))
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return FALSE;
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else if (weap.weapon == IT_GRENADE_LAUNCHER && (!(self.items & IT_GRENADE_LAUNCHER)))
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return FALSE;
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else if (weap.weapon == IT_ROCKET_LAUNCHER && (!(self.items & IT_ROCKET_LAUNCHER)))
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return FALSE;
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else
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return TRUE;
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};
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void() bot_grab_weapon =
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{
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local float weap = 0;
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if (self.goalentity.weapon == IT_PLASMAGUN)
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{
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self.currentammo = self.ammo_cells = self.ammo_cells + 12;
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sound (self, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM);
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weap = IT_PLASMAGUN;
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}
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else if (self.goalentity.weapon == IT_SUPER_NAILGUN)
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{
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self.currentammo = self.ammo_nails = self.ammo_nails + 30;
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sound (self, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM);
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weap = IT_SUPER_NAILGUN;
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}
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else if (self.goalentity.weapon == IT_COMBOGUN)
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{
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self.ammo_rockets = self.ammo_rockets + 2;
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self.currentammo = self.ammo_shells = self.ammo_shells + 5;
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sound (self, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM);
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weap = IT_COMBOGUN;
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}
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else if (self.goalentity.weapon == IT_ROCKET_LAUNCHER)
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{
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self.currentammo = self.ammo_rockets = self.ammo_rockets + 5;
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sound (self, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM);
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weap = IT_ROCKET_LAUNCHER;
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}
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else if (self.goalentity.weapon == IT_GRENADE_LAUNCHER)
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{
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self.currentammo = self.ammo_rockets = self.ammo_rockets + 5;
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sound (self, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM);
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weap = IT_GRENADE_LAUNCHER;
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}
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bound_bot_ammo();
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self.items = self.items | weap;
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self.weapon = weap;
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/*TESTING
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bprint(self.netname);
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bprint(" got the ");
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bprint(self.goalentity.netname);
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bprint ("\n");
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*/
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};
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//---------------------------------------
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//Ammo
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//---------------------------------------
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//Returns TRUE if bot already has max amount of certain ammo
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float(entity am) bot_max_ammo =
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{
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if (am.weapon == 1 && (self.ammo_shells < 100))
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return FALSE;
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else if (am.weapon == 2 && (self.ammo_nails < 200))
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return FALSE;
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else if (am.weapon == 3 && (self.ammo_rockets < 100))
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return FALSE;
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else if (am.weapon == 4 && (self.ammo_cells < 200))
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return FALSE;
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else
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return TRUE;
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};
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void() bound_bot_ammo =
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{
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if (self.ammo_shells > 100)
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self.ammo_shells = 100;
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if (self.ammo_nails > 200)
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self.ammo_nails = 200;
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if (self.ammo_rockets > 100)
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self.ammo_rockets = 100;
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if (self.ammo_cells > 200)
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self.ammo_cells = 200;
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return;
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};
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void() bot_grab_ammo =
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{
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sound (self, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM);
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if (self.goalentity.weapon == 1)
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self.ammo_shells = self.ammo_shells + self.goalentity.aflag;
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else if (self.goalentity.weapon == 2)
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self.ammo_nails = self.ammo_nails + self.goalentity.aflag;
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else if (self.goalentity.weapon == 3)
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self.ammo_rockets = self.ammo_rockets + self.goalentity.aflag;
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else if (self.goalentity.weapon == 4)
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self.ammo_cells = self.ammo_cells + self.goalentity.aflag;
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/*TESTING
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bprint(self.netname);
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bprint(" got ");
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bprint(ftos(self.goalentity.aflag));
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bprint (" ammo\n");
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*/
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bound_bot_ammo();
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};
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//-------------------------------------------------------------
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//This Section handles PowerUps (Quad, Cloalk, MegaShields)
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//-------------------------------------------------------------
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void() bot_grab_powerup =
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{
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if (self.health <= 0)
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return;
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sound (self, CHAN_VOICE, self.goalentity.noise, 1, ATTN_NORM);
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self.items = self.items | self.goalentity.items;
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// do the apropriate action
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if (self.goalentity.classname == "item_artifact_envirosuit")
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{
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self.rad_time = 1;
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self.radsuit_finished = time + 30;
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}
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if (self.goalentity.classname == "item_artifact_invulnerability")
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{
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self.invincible_time = 1;
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self.invincible_finished = time + 30;
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}
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if (self.goalentity.classname == "item_artifact_invisibility")
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{
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self.invisible_time = 1;
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self.invisible_finished = time + 30;
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}
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if (self.goalentity.classname == "item_artifact_super_damage")
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{
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self.super_time = 1;
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self.super_damage_finished = time + 30;
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}
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//POX - no target use for bots
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//activator = other;
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//SUB_UseTargets(); // fire all targets / killtargets
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};
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