*** empty log message ***

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@700 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
Lee Salzman
2006-11-17 19:09:50 +00:00
parent 5ec9426088
commit 5ed2fd5443
5 changed files with 1 additions and 293 deletions
+1 -1
View File
@@ -132,7 +132,7 @@ void CACBot::CheckItemPickup()
if(e.type==NOTUSED) continue;
if (!e.spawned) continue;
if ((i < sents.length()) && (!sents[i].spawned)) continue;
if (sents.inrange(i) && (!sents[i].spawned)) continue;
if(OUTBORD(e.x, e.y)) continue;
vec v(e.x, e.y, S(e.x, e.y)->floor+m_pMyEnt->eyeheight);
-3
View File
@@ -13,9 +13,6 @@
#ifdef AC_CUBE
extern vector<server_entity> sents;
extern vector<dynent*> monsters;
// UNDONE
weaponinfo_s WeaponInfoTable[MAX_WEAPONS] =
{
-1
View File
@@ -14,7 +14,6 @@
vector<botent *> bots;
extern vector<server_entity> sents;
extern int triggertime;
extern itemstat itemstats[];
extern ENetHost *clienthost;
-271
View File
@@ -12,9 +12,6 @@
#include "bot.h"
extern vector<server_entity> sents;
extern vector<dynent*> monsters;
extern weaponinfo_s WeaponInfoTable[MAX_WEAPONS];
vec CBot::GetEnemyPos(playerent *d)
@@ -141,41 +138,6 @@ bool CBot::FindEnemy(void)
float flDist, flNearestDist = 99999.9f;
short EnemyVal, BestEnemyVal = -100;
// search for only for monsters when SP mode
/* no more sp as such -argh (sorry bout messy commenting)
if (m_sp)
{
loopv(monsters)
{
d = monsters[i]; // Handy shortcut
if (d->state != CS_ALIVE)
continue;
// Check if the enemy is visible
if(!IsInFOV(d) || !IsVisible(d))
continue;
flDist = GetDistance(d->o);
EnemyVal = 1;
if (flDist < flNearestDist)
{
EnemyVal+=2;
flNearestDist = flDist;
}
if (EnemyVal > BestEnemyVal)
{
pNewEnemy = d;
BestEnemyVal = EnemyVal;
}
}
} */
//else
//{
// First loop through all players
loopv(players)
{
@@ -204,38 +166,6 @@ bool CBot::FindEnemy(void)
}
}
#if 0
// Then loop through all bots
loopv(bots)
{
d = bots[i]; // Handy shortcut
if (d == m_pMyEnt)
continue;
if (!d || isteam(d->team, m_pMyEnt->team) || (d->state != CS_ALIVE))
continue;
// Check if the enemy is visible
if(!IsInFOV(d) || !IsVisible(d))
continue;
flDist = GetDistance(d->o);
EnemyVal = 1;
if (flDist < flNearestDist)
{
EnemyVal+=2;
flNearestDist = flDist;
}
if (EnemyVal > BestEnemyVal)
{
pNewEnemy = d;
BestEnemyVal = EnemyVal;
}
}
#endif
// Then examine the local player
if (player1 && !isteam(player1->team, m_pMyEnt->team) &&
(player1->state == CS_ALIVE))
@@ -318,88 +248,6 @@ bool CBot::CheckHunt(void)
short EnemyVal, BestEnemyVal = -100;
vec BestOldPos;
// search for only for monsters when SP mode
//edit -argh
/*if (m_sp)
{
loopv(monsters)
{
d = monsters[i]; // Handy shortcut
if (d->state != CS_ALIVE)
continue;
flDist = GetDistance(d->o);
if (flDist > 250.0f) continue;
EnemyVal = 1;
if (flDist < flNearestDist)
{
EnemyVal+=2;
flNearestDist = flDist;
}
if (d == m_pPrevEnemy)
EnemyVal+=2;
if (EnemyVal < BestEnemyVal) continue;
vec bestfromenemy = g_vecZero, bestfrombot = g_vecZero;
flNearestOldPosDistToEnemy = flNearestOldPosDistToBot = 9999.9f;
// Check previous locations of enemy
for (int j=0;j<MAX_STORED_LOCATIONS;j++)
{
if (d->PrevLocations.prevloc[j]==m_vPrevHuntLocation) continue;
if (d->PrevLocations.prevloc[j]==g_vecZero) continue;
vec v = d->PrevLocations.prevloc[j];
flDist = GetDistance(d->o, v);
if ((flDist < flNearestOldPosDistToBot) && IsReachable(v))
{
flNearestOldPosDistToEnemy = flDist;
bestfromenemy = v;
}
}
// Check previous locations of bot hisself
for (int j=0;j<MAX_STORED_LOCATIONS;j++)
{
if (m_pMyEnt->PrevLocations.prevloc[j]==m_vPrevHuntLocation) continue;
if (m_pMyEnt->PrevLocations.prevloc[j]==g_vecZero) continue;
vec v = m_pMyEnt->PrevLocations.prevloc[j];
flDist = GetDistance(v);
if ((flDist < flNearestOldPosDistToBot) && ::IsVisible(d->o, v) &&
IsReachable(v))
{
flNearestOldPosDistToBot = flDist;
bestfrombot = v;
}
}
if (bestfromenemy!=g_vecZero)
{
pNewEnemy = d;
BestEnemyVal = EnemyVal;
BestOldPos = bestfromenemy;
}
else if (bestfrombot!=g_vecZero)
{
pNewEnemy = d;
BestEnemyVal = EnemyVal;
BestOldPos = bestfrombot;
}
}
} */
//else
//{
// First loop through all players
loopv(players)
{
@@ -471,89 +319,6 @@ bool CBot::CheckHunt(void)
BestEnemyVal = EnemyVal;
BestOldPos = bestfrombot;
}
//}
#if 0
// Then loop through all bots
loopv(bots)
{
d = bots[i]; // Handy shortcut
if (d == m_pMyEnt)
continue;
if (!d || isteam(d->team, m_pMyEnt->team) || (d->state != CS_ALIVE))
continue;
flDist = GetDistance(d->o);
if (flDist > 250.0f) continue;
EnemyVal = 1;
if (flDist < flNearestDist)
{
EnemyVal+=2;
flNearestDist = flDist;
}
if (d == m_pPrevEnemy)
EnemyVal+=2;
if (EnemyVal < BestEnemyVal) continue;
vec bestfromenemy = g_vecZero, bestfrombot = g_vecZero;
flNearestOldPosDistToEnemy = flNearestOldPosDistToBot = 9999.9f;
// Check previous locations of enemy
for (int j=0;j<MAX_STORED_LOCATIONS;j++)
{
if (d->PrevLocations.prevloc[j]==m_vPrevHuntLocation) continue;
if (d->PrevLocations.prevloc[j]==g_vecZero) continue;
vec v = d->PrevLocations.prevloc[j];
flDist = GetDistance(d->o, v);
if ((flDist < flNearestOldPosDistToEnemy) && IsReachable(v))
{
flNearestOldPosDistToEnemy = flDist;
bestfromenemy = v;
}
}
// Check previous locations of bot hisself
for (int j=0;j<MAX_STORED_LOCATIONS;j++)
{
if (m_pMyEnt->PrevLocations.prevloc[j]==m_vPrevHuntLocation) continue;
if (m_pMyEnt->PrevLocations.prevloc[j]==g_vecZero) continue;
vec v = m_pMyEnt->PrevLocations.prevloc[j];
flDist = GetDistance(v);
if ((flDist < flNearestOldPosDistToBot) && ::IsVisible(d->o, v) &&
IsReachable(v))
{
flNearestOldPosDistToBot = flDist;
bestfrombot = v;
}
}
if (bestfromenemy!=g_vecZero)
{
pNewEnemy = d;
BestEnemyVal = EnemyVal;
BestOldPos = bestfromenemy;
}
else if (bestfrombot!=g_vecZero)
{
pNewEnemy = d;
BestEnemyVal = EnemyVal;
BestOldPos = bestfrombot;
}
}
#endif
// Then examine the local player
if (player1 && !isteam(player1->team, m_pMyEnt->team) &&
@@ -2203,24 +1968,6 @@ void CBot::HearSound(int n, vec *o)
float flDist, flNearestDist = 3.0f; // Range of 3 units
playerent *pNearest = NULL;
/* edit -argh
if (m_sp)
{
// Check all monsters
loopv(monsters)
{
if (!monsters[i] || monsters[i]->state != CS_ALIVE) continue;
flDist = GetDistance(*o, monsters[i]->o);
if ((flDist < flNearestDist) && IsVisible(monsters[i]))
{
pNearest = monsters[i];
flNearestDist = flDist;
}
}
} */
//else
//{
// Check all players first
loopv(players)
{
@@ -2238,23 +1985,6 @@ void CBot::HearSound(int n, vec *o)
}
}
#if 0
// Check all bots
loopv(bots)
{
if (!bots[i] || (bots[i]->state != CS_ALIVE) ||
isteam(m_pMyEnt->team, bots[i]->team) || (bots[i] == m_pMyEnt))
continue;
flDist = GetDistance(*o, bots[i]->o);
if ((flDist < flNearestDist) && IsVisible(bots[i]))
{
pNearest = bots[i];
flNearestDist = flDist;
}
}
#endif
// Check local player
if (player1 && (player1->state == CS_ALIVE) &&
!isteam(m_pMyEnt->team, player1->team))
@@ -2266,7 +1996,6 @@ void CBot::HearSound(int n, vec *o)
flNearestDist = flDist;
}
}
//}
if (pNearest)
{
-17
View File
@@ -222,23 +222,6 @@ void TraceLine(vec from, vec to, dynent *pTracer, bool CheckPlayers, traceresult
}
}
#if 0
// Check if the 'line' collides with bots
loopv(bots)
{
dynent *d = bots[i];
if(!d || (d==pTracer) || (d->state != CS_ALIVE)) continue; // Only check valid bots
flDist = GetDistance(from, d->o);
if ((flDist < flNearestDist) && (intersect(d, from, to, &tr->end)))
{
flNearestDist = flDist;
tr->collided = true;
}
}
#endif
// Check if the 'line' collides with the local player(player1)
dynent *d = player1; // Shortcut
if (d && (d!=pTracer) && !BotManager.m_pBotToView && (d->state == CS_ALIVE))