Improved reloading and ammo handling for akimbo/hc

This commit is contained in:
Andrei Drexler 2002-05-02 00:12:22 +00:00
parent af0912c2ba
commit a1c3ad1fa5
2 changed files with 146 additions and 53 deletions

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.18 2002/05/02 00:12:22 makro
// Improved reloading and ammo handling for akimbo/hc
//
// Revision 1.17 2002/05/01 05:32:45 makro
// Bots reload akimbos/handcannons. Also, they can decide whether
// or not an item in the ground is better than theirs
@ -309,6 +312,7 @@ int RQ3_Bot_ComboScore(int weapon, holdable_t item)
case HI_BANDOLIER: return 80;
case HI_SILENCER: return 30;
case HI_SLIPPERS: return 80;
default: return 0;
}
break;
//MP5
@ -319,6 +323,7 @@ int RQ3_Bot_ComboScore(int weapon, holdable_t item)
case HI_BANDOLIER: return 70;
case HI_SILENCER: return 80;
case HI_SLIPPERS: return 40;
default: return 0;
}
break;
//HANDCANNON
@ -329,6 +334,7 @@ int RQ3_Bot_ComboScore(int weapon, holdable_t item)
case HI_BANDOLIER: return 90;
case HI_SILENCER: return 30;
case HI_SLIPPERS: return 90;
default: return 0;
}
break;
//SSG3000
@ -339,6 +345,7 @@ int RQ3_Bot_ComboScore(int weapon, holdable_t item)
case HI_BANDOLIER: return 80;
case HI_SILENCER: return 90;
case HI_SLIPPERS: return 40;
default: return 0;
}
break;
//M4
@ -349,6 +356,7 @@ int RQ3_Bot_ComboScore(int weapon, holdable_t item)
case HI_BANDOLIER: return 80;
case HI_SILENCER: return 30;
case HI_SLIPPERS: return 40;
default: return 0;
}
break;
}
@ -364,37 +372,41 @@ Added by Makro
*/
qboolean RQ3_Bot_NeedToDropStuff(bot_state_t *bs, bot_goal_t *goal) {
//if the bot doesn't have an item or it didn't reach one
if (!g_entities[goal->entitynum].item)
if ( !g_entities[goal->entitynum].item )
return qfalse;
if ( bs->cur_ps.stats[STAT_HOLDABLE_ITEM] < 1 || bs->cur_ps.stats[STAT_HOLDABLE_ITEM] >= bg_numItems || g_entities[goal->entitynum].item->giType != IT_HOLDABLE)
return qfalse;
else
{
holdable_t oldItem = bg_itemlist[bs->cur_ps.stats[STAT_HOLDABLE_ITEM]].giTag;
holdable_t newItem = g_entities[goal->entitynum].item->giTag;
int i, oldScore, newScore;
//if the two items are identical
if (oldItem == newItem) return qfalse;
//if the bot can pick up an item
if ( g_entities[goal->entitynum].item->giType == IT_HOLDABLE ) {
if ( bs->cur_ps.stats[STAT_HOLDABLE_ITEM] < 1 || bs->cur_ps.stats[STAT_HOLDABLE_ITEM] >= bg_numItems )
return qfalse;
else {
holdable_t oldItem = bg_itemlist[bs->cur_ps.stats[STAT_HOLDABLE_ITEM]].giTag;
holdable_t newItem = g_entities[goal->entitynum].item->giTag;
int i, oldScore, newScore;
//if the two items are identical
if ( oldItem == newItem ) return qfalse;
newScore = oldScore = 0;
//check all the weapons
for (i = 0; i < MAX_WEAPONS; i++) {
//if the bot has the weapon
if ( bs->cur_ps.stats[STAT_WEAPONS] & (1 << i) ) {
//get the score for it
oldScore += RQ3_Bot_ComboScore(i, oldItem);
newScore += RQ3_Bot_ComboScore(i, newItem);
newScore = oldScore = 0;
//check all the weapons
for ( i = 0; i < MAX_WEAPONS; i++ ) {
//if the bot has the weapon
if ( bs->cur_ps.stats[STAT_WEAPONS] & (1 << i) ) {
//get the score for it
oldScore += RQ3_Bot_ComboScore(i, oldItem);
newScore += RQ3_Bot_ComboScore(i, newItem);
}
}
//FIXME - special code is needed for the bandolier, since throwing it away
//will also throw one of the weapons
if (newScore > oldScore) {
Cmd_DropItem_f( &g_entities[bs->entitynum] );
return qtrue;
}
}
//FIXME - special code is needed for the bandolier, since throwing it away
//will also throw one of the weapons
if (newScore > oldScore) {
Cmd_DropItem_f( &g_entities[bs->entitynum] );
return qtrue;
}
//if the bot can pick up a weapon
} else if ( g_entities[goal->entitynum].item->giType == IT_WEAPON ) {
//Code coming soon :P
return qfalse;
}
return qfalse;

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.22 2002/05/02 00:12:22 makro
// Improved reloading and ammo handling for akimbo/hc
//
// Revision 1.21 2002/05/01 05:32:45 makro
// Bots reload akimbos/handcannons. Also, they can decide whether
// or not an item in the ground is better than theirs
@ -294,7 +297,7 @@ Added by Makro
void BotMoveTowardsEnt(bot_state_t *bs, vec3_t dest, int dist) {
vec3_t dir;
//VectorTargetDist(bs->origin, dest, dist, dir);
VectorTargetDist(bs->origin, dest, dist, dir);
//dir[2] = bs->origin[2];
/*
if (bot_developer.integer == 2) {
@ -1517,6 +1520,62 @@ void BotHarvesterRetreatGoals(bot_state_t *bs) {
}
#endif
/*
==================
BotRQ3TPSeekGoals
Added by Makro
==================
*/
void BotRQ3TPSeekGoals( bot_state_t *bs ) {
int firstBot = 0, firstHuman = 0, leader = 0, i;
//if the bot already has a goal
if (bs->ltgtype)
return;
//find the first human/bot teammates
for ( i=0; i<MAX_CLIENTS; i++ ) {
if ( !(g_entities[i].inuse) || !(g_entities[i].client) )
continue;
if (!BotSameTeam(bs, i))
continue;
if (g_entities[i].r.svFlags & SVF_BOT) {
if (i != bs->entitynum)
firstBot = i;
} else {
firstHuman = i;
}
if (firstHuman && firstBot)
break;
}
if (firstHuman)
leader = firstHuman;
else if (firstBot)
leader = firstBot;
else
return;
//the team mate
bs->teammate = leader;
bs->decisionmaker = bs->client;
bs->ordered = qfalse;
//no message
bs->teammessage_time = 0;
//no arrive message
//bs->arrive_time = 0;
//
BotVoiceChat(bs, bs->teammate, VOICECHAT_ONFOLLOW);
//get the team goal time
bs->teamgoal_time = FloatTime() + TEAM_ACCOMPANY_TIME;
bs->ltgtype = LTG_TEAMACCOMPANY;
bs->formation_dist = 3.5 * 32; //3.5 meter
BotSetTeamStatus(bs);
return;
}
/*
==================
BotTeamGoals
@ -1557,6 +1616,10 @@ void BotTeamGoals(bot_state_t *bs, int retreat) {
BotHarvesterSeekGoals(bs);
}
#endif
//Makro - decide what to do in TP mode
else if (gametype == GT_TEAMPLAY) {
BotRQ3TPSeekGoals(bs);
}
}
// reset the order time which is used to see if
// we decided to refuse an order
@ -1926,11 +1989,12 @@ BotUpdateInventory
==================
*/
void BotUpdateInventory(bot_state_t *bs) {
int oldinventory[MAX_ITEMS];
gentity_t *ent = &g_entities[bs->entitynum];
int oldinventory[MAX_ITEMS];
gentity_t *ent = &g_entities[bs->entitynum];
int amt = 0;
//DEBUG STUFF
qboolean showInfo = (trap_Cvar_VariableIntegerValue("bot_RQ3_report") != 0);
//qboolean showInfo = (trap_Cvar_VariableIntegerValue("bot_RQ3_report") != 0);
memcpy(oldinventory, bs->inventory, sizeof(oldinventory));
@ -1959,10 +2023,18 @@ void BotUpdateInventory(bot_state_t *bs) {
//bs->inventory[INVENTORY_M3AMMO] = bs->cur_ps.ammo[WP_HANDCANNON];
//bs->inventory[INVENTORY_M3AMMO] = bs->cur_ps.ammo[WP_M3];
bs->inventory[INVENTORY_M3AMMO] = bs->cur_ps.ammo[WP_M3] + ent->client->numClips[WP_M3];
bs->inventory[INVENTORY_HANDCANNONAMMO] = bs->cur_ps.ammo[WP_HANDCANNON] + ent->client->numClips[WP_HANDCANNON];
amt = bs->cur_ps.ammo[WP_HANDCANNON] + ent->client->numClips[WP_HANDCANNON];
//Makro - hackish, but oh well... bots shouldn't want to use a HC when they only have one shell left
if (amt < 2)
amt = 0;
bs->inventory[INVENTORY_HANDCANNONAMMO] = amt;
//Blaze: Same ammo for Pistol and Akimbo Pistols
//bs->inventory[INVENTORY_PISTOLAMMO] = bs->cur_ps.ammo[WP_AKIMBO];
bs->inventory[INVENTORY_AKIMBOAMMO] = bs->cur_ps.ammo[WP_AKIMBO] + ent->client->numClips[WP_AKIMBO] * RQ3_PISTOL_CLIP;
//Makro - same hack for akimbos
amt = bs->cur_ps.ammo[WP_AKIMBO] + ent->client->numClips[WP_AKIMBO] * RQ3_PISTOL_CLIP;
if (amt < 2)
amt = 0;
bs->inventory[INVENTORY_AKIMBOAMMO] = amt;
bs->inventory[INVENTORY_GRENADEAMMO] = bs->cur_ps.ammo[WP_GRENADE];
// bs->inventory[INVENTORY_BFGAMMO] = bs->cur_ps.ammo[WP_BFG];
@ -2013,6 +2085,7 @@ void BotUpdateInventory(bot_state_t *bs) {
bs->inventory[INVENTORY_AKIMBOCLIP] = ent->client->numClips[WP_AKIMBO];
bs->inventory[INVENTORY_GRENADECLIP] = ent->client->numClips[WP_GRENADE];
/*
if (showInfo) {
BotAI_Print(PRT_MESSAGE, "Inventory for %s :\n-----------------\n", ent->client->pers.netname);
BotAI_Print(PRT_MESSAGE, "KNIFE : %i / %i\n", bs->inventory[INVENTORY_KNIFE], bs->inventory[INVENTORY_KNIFEAMMO]);
@ -2025,7 +2098,7 @@ void BotUpdateInventory(bot_state_t *bs) {
BotAI_Print(PRT_MESSAGE, "M26 G : %i / %i\n", bs->inventory[INVENTORY_GRENADE], bs->inventory[INVENTORY_GRENADEAMMO]);
trap_Cvar_Set("bot_RQ3_report", "0");
}
*/
BotCheckItemPickup(bs, oldinventory);
}
@ -2266,33 +2339,41 @@ void BotUseInvulnerability(bot_state_t *bs) {
}
#endif
/*
==================
RQ3_Bot_CheckBandage
Added by Makro
==================
*/
qboolean RQ3_Bot_CheckBandage( bot_state_t *bs ) {
qboolean doBandage = qfalse;
if (bs->inventory[INVENTORY_HEALTH] > 20)
doBandage = (random() > (float) bs->inventory[INVENTORY_HEALTH] / 100.0f);
else
doBandage = qtrue;
return doBandage;
}
/*
==================
BotBattleUseItems
==================
*/
void BotBattleUseItems(bot_state_t *bs) {
qboolean doBandage = qfalse;
//Makro - bot was hit; if very low on health, bandage immediately, otherwise, bandage randomly
if ( bs->lastframe_health > bs->inventory[INVENTORY_HEALTH] ) {
if (bs->inventory[INVENTORY_HEALTH] <= 20) {
doBandage = qtrue;
} else {
if ( (int) (random() * (float) (bs->inventory[INVENTORY_HEALTH])) == 0) {
doBandage = qtrue;
}
}
if (RQ3_Bot_CheckBandage(bs))
//Makro - if not bandaging already
if (bs->cur_ps.weaponstate != WEAPON_BANDAGING)
Cmd_Bandage( &g_entities[bs->entitynum] );
/*
if (bot_developer.integer == 2) {
G_Printf(va("^5BOT CODE: ^7Bandaging with %i health\n", bs->inventory[INVENTORY_HEALTH]));
}
if (doBandage) {
//Makro - if not bandaging already
if (bs->cur_ps.weaponstate != WEAPON_BANDAGING) {
Cmd_Bandage( &g_entities[bs->entitynum] );
}
/*
if (bot_developer.integer == 2) {
G_Printf(va("^5BOT CODE: ^7Bandaging with %i health\n", bs->inventory[INVENTORY_HEALTH]));
}
*/
*/
}
if (bs->inventory[INVENTORY_HEALTH] < 40) {
@ -5143,7 +5224,7 @@ void BotCheckConsoleMessages(bot_state_t *bs) {
radio = BotCheckRadioMessage(bs, m.message, handle);
if ( radio ) {
//The bot needs at least two seconds to reply
if ( FloatTime() > (m.time + 2 + random()) ) {
if ( FloatTime() > (m.time + 2 + random() * 2) ) {
BotReplyToRadioMessage(bs, m.message, handle);
//remove the console message
trap_BotRemoveConsoleMessage(bs->cs, handle);