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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@768 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
driAn
2006-12-06 23:09:23 +00:00
parent 0feaa049cf
commit 634b167acd
10 changed files with 59 additions and 148 deletions
+1 -91
View File
@@ -73,97 +73,7 @@ void CACBot::Spawn()
void CACBot::CheckItemPickup()
{
if(editmode) return;
loopv(ents)
{
entity &e = ents[i];
if(e.type==NOTUSED) continue;
if (!e.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);
if(v.dist(m_pMyEnt->o)<2.5)
{
PickUp(i);
}
}
}
void CACBot::PickUp(int n)
{
int np = 1;
loopv(players) if(players[i]) np++;
np = np<3 ? 4 : (np>4 ? 2 : 3); // spawn times are dependent on number of players
int ammo = np*2;
switch(ents[n].type)
{
case I_AMMO: AddItem(n, m_pMyEnt->ammo[m_pMyEnt->primary], ammo, m_pMyEnt->primary); break;
case I_CLIPS: AddItem(n, m_pMyEnt->ammo[GUN_PISTOL], ammo, GUN_PISTOL); break;
case I_GRENADE: AddItem(n, m_pMyEnt->ammo[GUN_GRENADE], ammo, 6); break;
case I_HEALTH: AddItem(n, m_pMyEnt->health, ammo, 7); break;
case I_ARMOUR: AddItem(n, m_pMyEnt->armour, ammo, 8); break;
/* case I_HELMET:
// (100h/100g only absorbs 166 damage)
if(m_pMyEnt->armourtype==A_YELLOW && m_pMyEnt->armour>66) break;
AddItem(n, m_pMyEnt->armour, 20);
break;
case I_ARMOUR:
AddItem(n, m_pMyEnt->armour, 20);
break;
case OBJ_ITEM:
AddItem(n, m_pMyEnt->quadmillis, 60);
break;*/
/* case TRIGGER:
ents[n].spawned = false;
triggertime = lastmillis;
trigger(ents[n].attr1, ents[n].attr2, false); // needs to go over server for multiplayer
// HACK: Reset ent goal if bot was looking for this ent
if (m_pTargetEnt == &ents[n])
{
m_pTargetEnt = NULL;
m_vGoal = g_vecZero;
ResetWaypointVars();
m_iCheckEntsDelay = lastmillis + RandomLong(5000, 10000);
}
BotManager.PickNextTrigger();
break;*/
};
};
void CACBot::AddItem(int i, int &v, int spawnsec, int t)
{
if((i>=sents.length()) || (!sents[i].spawned))
return;
//fixmebot
if(v>=itemstats[t].max) // don't pick up if not needed
return;
itemstat &is = itemstats[t];
ents[i].spawned = false;
v += is.add;
if(v>is.max) v = is.max;
playsound(is.sound, &m_pMyEnt->o);
sents[i].spawned = false;
sents[i].spawnsecs = spawnsec;
// HACK: Reset ent goal if bot was looking for for this ent
if (m_pTargetEnt == &ents[i])
{
m_pTargetEnt = NULL;
m_vGoal = g_vecZero;
ResetWaypointVars();
m_iCheckEntsDelay = lastmillis + RandomLong(5000, 10000);
};
checkitems(m_pMyEnt);
}
// AC Bot class end
-2
View File
@@ -24,8 +24,6 @@ public:
friend class CWaypointClass;
virtual void CheckItemPickup(void);
virtual void PickUp(int n);
virtual void AddItem(int i, int &v, int spawnsec, int t);
// AI Functions
virtual bool ChoosePreferredWeapon(void);
+4 -4
View File
@@ -127,7 +127,7 @@ entity *CACBot::SearchForEnts(bool bUseWPs, float flRange, float flMaxHeight)
bool bInteresting = false;
short sAmmo = 0, sMaxAmmo = 0;
//fixmebot
switch(e.type)
{
case I_CLIPS:
@@ -140,10 +140,10 @@ entity *CACBot::SearchForEnts(bool bUseWPs, float flRange, float flMaxHeight)
bInteresting = (m_pMyEnt->ammo[m_pMyEnt->primary]<sMaxAmmo);
sAmmo = m_pMyEnt->ammo[m_pMyEnt->primary];
break;
case I_GRENADE:
case I_GRENADE:
sMaxAmmo = itemstats[GUN_GRENADE].max;
bInteresting = (m_pMyEnt->ammo[GUN_GRENADE]<sMaxAmmo);
sAmmo = m_pMyEnt->ammo[GUN_GRENADE];
bInteresting = (m_pMyEnt->mag[GUN_GRENADE]<sMaxAmmo);
sAmmo = m_pMyEnt->mag[GUN_GRENADE];
break;
case I_HEALTH:
sMaxAmmo = itemstats[7].max; //FIXME
-2
View File
@@ -231,8 +231,6 @@ public:
float ChangeAngle(float speed, float ideal, float current);
bool SelectGun(int Gun);
virtual void CheckItemPickup(void) = 0;
virtual void PickUp(int n) = 0;
virtual void AddItem(int i, int &v, int spawnsec, int t) = 0;
void SendBotInfo(void);
float GetDistance(const vec &o);
float GetDistance(const vec &v1, const vec &v2);
+1 -1
View File
@@ -278,7 +278,7 @@ void updateworld(int curtime, int lastmillis) // main game update loop
else if(!intermission)
{
moveplayer(player1, 20, true);
checkitems();
checkitems(player1);
};
c2sinfo(player1); // do this last, to reduce the effective frame lag
};
+37 -38
View File
@@ -59,7 +59,7 @@ void renderentities()
if(e.type!=CARROT)
{
if(!e.spawned) continue;
if(e.type<I_CLIPS || e.type>I_AKIMBO) continue;
if(!isitem(e.type)) continue;
renderent(e, entmdlnames[e.type-I_CLIPS], (float)(1+sinf(lastmillis/100.0f+e.x+e.y)/20), lastmillis/10.0f);
}
else switch(e.attr2)
@@ -100,13 +100,13 @@ void baseammo(int gun, playerent *d) { d->ammo[gun] = itemstats[gun].add*2; };
// these two functions are called when the server acknowledges that you really
// picked up the item (in multiplayer someone may grab it before you).
void equipitem(int i, int &v, int t)
void equipitem(playerent *d, int i, int &v, int t)
{
itemstat &is = itemstats[t];
ents[i].spawned = false;
v += is.add;
if(v>is.max) v = is.max;
playsoundc(is.sound);
playsound(is.sound, &d->o);
};
void realpickup(int n, playerent *d)
@@ -114,40 +114,40 @@ void realpickup(int n, playerent *d)
switch(ents[n].type)
{
case I_CLIPS:
equipitem(n, d->ammo[1], 1);
equipitem(d, n, d->ammo[1], 1);
break;
case I_AMMO:
equipitem(n, d->ammo[d->primary], d->primary);
equipitem(d, n, d->ammo[d->primary], d->primary);
break;
case I_GRENADE:
equipitem(n, d->mag[6], 6);
equipitem(d, n, d->mag[6], 6);
player1->thrownademillis = 0;
break;
case I_HEALTH:
equipitem(n, d->health, 7);
equipitem(d, n, d->health, 7);
break;
case I_ARMOUR:
equipitem(n, d->armour, 8);
//d->hasarmour = true;
equipitem(d, n, d->armour, 8);
break;
case I_AKIMBO:
d->akimbomillis = lastmillis+30000;
d->mag[GUN_PISTOL] = 16;
equipitem(n, d->ammo[1], 9);
weaponswitch(GUN_PISTOL);
equipitem(d, n, d->ammo[1], 9);
if(d==player1) weaponswitch(GUN_PISTOL);
break;
};
};
// these functions are called when the client touches the item
void additem(int i, int &v, int spawnsec, int t)
void additem(playerent *d, int i, int &v, int spawnsec, int t)
{
if(v<itemstats[t].max)
{
addmsg(SV_ITEMPICKUP, "rii", i, spawnsec);
ents[i].spawned = false;
};
if(v<itemstats[t].max)
{
if(d->type==ENT_PLAYER) addmsg(SV_ITEMPICKUP, "rii", i, spawnsec);
else if(d->type==ENT_BOT && serverpickup(i, spawnsec, -1)) realpickup(i, d);
ents[i].spawned = false;
};
};
void pickup(int n, playerent *d)
@@ -159,20 +159,20 @@ void pickup(int n, playerent *d)
switch(ents[n].type)
{
case I_CLIPS:
additem(n, d->ammo[1], ammo, 1);
additem(d, n, d->ammo[1], ammo, 1);
break;
case I_AMMO:
additem(n, d->ammo[d->primary], ammo, d->primary);
additem(d, n, d->ammo[d->primary], ammo, d->primary);
break;
case I_GRENADE: additem(n, d->mag[6], ammo, 6); break;
case I_HEALTH: additem(n, d->health, np*5, 7); break;
case I_GRENADE: additem(d, n, d->mag[6], ammo, 6); break;
case I_HEALTH: additem(d, n, d->health, np*5, 7); break;
case I_ARMOUR:
additem(n, d->armour, 20, 8);
additem(d, n, d->armour, 20, 8);
break;
case I_AKIMBO:
additem(n, d->akimbo, 60, 9);
additem(d, n, d->akimbo, 60, 9);
break;
case CARROT:
@@ -182,17 +182,16 @@ void pickup(int n, playerent *d)
break;
case LADDER:
{
d->onladder = true;
break;
};
// EDIT: AH
case CTF_FLAG:
{
if(d->type!=ENT_PLAYER) break;
int team = ents[n].attr2;
flaginfo &f = flaginfos[team];
bool isownflag = team == rb_team_int(player1->team);
bool isownflag = team == rb_team_int(d->team);
if(f.state == CTFF_STOLEN) break;
else if(isownflag && f.state == CTFF_DROPPED)
{
@@ -203,20 +202,20 @@ void pickup(int n, playerent *d)
{
addmsg(SV_FLAGPICKUP, "ri", team);
ents[n].spawned = false;
f.actor = player1; // do this although we don't know if we picked the flag to avoid getting it after a possible respawn
f.actor = d; // do this although we don't know if we picked the flag to avoid getting it after a possible respawn
f.state = CTFF_STOLEN;
f.pick_ack = false;
}
else if(isownflag && f.state == CTFF_INBASE && flaginfos[rb_opposite(team)].state == CTFF_STOLEN && flaginfos[rb_opposite(team)].actor == player1) addmsg(SV_FLAGSCORE, "ri", rb_opposite(team));
else if(isownflag && f.state == CTFF_INBASE && flaginfos[rb_opposite(team)].state == CTFF_STOLEN && flaginfos[rb_opposite(team)].actor == d) addmsg(SV_FLAGSCORE, "ri", rb_opposite(team));
break;
};
};
};
void checkitems()
void checkitems(playerent *d)
{
if(editmode) return;
player1->onladder = false;
d->onladder = false;
loopv(ents)
{
entity &e = ents[i];
@@ -224,23 +223,23 @@ void checkitems()
if(e.type==LADDER)
{
if(OUTBORD(e.x, e.y)) continue;
vec v(e.x, e.y, player1->o.z);
float dist1 = player1->o.dist(v);
float dist2 = player1->o.z - (S(e.x, e.y)->floor+player1->eyeheight);
if(dist1<1.5f && dist2<e.attr1) pickup(i, player1);
vec v(e.x, e.y, d->o.z);
float dist1 = d->o.dist(v);
float dist2 = d->o.z - (S(e.x, e.y)->floor+d->eyeheight);
if(dist1<1.5f && dist2<e.attr1) pickup(i, d);
continue;
};
if(!e.spawned) continue;
if(OUTBORD(e.x, e.y)) continue;
vec v(e.x, e.y, S(e.x, e.y)->floor+player1->eyeheight);
if(player1->o.dist(v)<2.5f) pickup(i, player1);
vec v(e.x, e.y, S(e.x, e.y)->floor+d->eyeheight);
if(d->o.dist(v)<2.5f) pickup(i, d);
};
};
void putitems(ucharbuf &p) // puts items in network stream and also spawns them locally
{
loopv(ents) if((ents[i].type>=I_CLIPS && ents[i].type<=I_AKIMBO) || ents[i].type==CARROT)
loopv(ents) if(isitem(ents[i].type) || ents[i].type==CARROT)
{
if(m_noitemsnade && ents[i].type!=I_GRENADE) continue;
else if(m_pistol && ents[i].type==I_AMMO) continue;
@@ -250,7 +249,7 @@ void putitems(ucharbuf &p) // puts items in network stream and also s
};
void resetspawns()
{
{
loopv(ents) ents[i].spawned = false;
if(m_noitemsnade || m_pistol)
loopv(ents)
+2
View File
@@ -12,6 +12,8 @@ enum // static entity types
MAXENTTYPES
};
#define isitem(i) (i >= I_CLIPS && i <= I_AKIMBO)
struct persistent_entity // map entity
{
short x, y, z; // cube aligned position
+6 -3
View File
@@ -218,10 +218,13 @@ void moveplayer(physent *pl, int moveres, bool local, int curtime)
{
if(pl->onladder)
{
if(pl->type==ENT_PLAYER || pl->type==ENT_BOT)
const float climbspeed = 1.0f;
if(pl->type==ENT_BOT) pl->vel.z = climbspeed; // bots climb upwards only
else if(pl->type==ENT_PLAYER)
{
if(((playerent *)pl)->k_up) pl->vel.z = 1.0f;
else if(((playerent *)pl)->k_down) pl->vel.z = -1.0f;
if(((playerent *)pl)->k_up) pl->vel.z = climbspeed;
else if(((playerent *)pl)->k_down) pl->vel.z = -climbspeed;
};
pl->timeinair = 0;
}
+2 -2
View File
@@ -266,9 +266,9 @@ extern void serverms(int mode, int numplayers, int minremain, char *smapname, in
extern void servermsinit(const char *master, char *sdesc, bool listen);
extern void sendmaps(int n, string mapname, int mapsize, uchar *mapdata);
extern ENetPacket *recvmap(int n);
extern bool serverpickup(uint i, int sec, int sender);
// weapon
//extern void selectgun(int a = -1, int b = -1, int c =-1);
extern void shoot(playerent *d, vec &to);
extern void shootv(int gun, vec &from, vec &to, playerent *d = 0, bool local = false, int nademillis=0);
extern void createrays(vec &from, vec &to);
@@ -299,7 +299,7 @@ extern void renderentities();
extern void resetspawns();
extern void setspawn(int i, bool on);
extern void baseammo(int gun, playerent *d);
extern void checkitems();
extern void checkitems(playerent *d);
extern void equip(playerent *d);
extern bool intersect(entity *e, vec &from, vec &to, vec *end=NULL);
+6 -5
View File
@@ -337,18 +337,19 @@ void disconnect_client(int n, int reason = -1)
void resetitems() { sents.setsize(0); notgotitems = true; };
void pickup(uint i, int sec, int sender) // server side item pickup, acknowledge first client that gets it
bool serverpickup(uint i, int sec, int sender) // server side item pickup, acknowledge first client that gets it
{
if(i>=(uint)sents.length()) return;
if(i>=(uint)sents.length()) return false;
if(sents[i].spawned)
{
sents[i].spawned = false;
sents[i].spawnsecs = sec;
sendf(sender, 1, "rii", SV_ITEMACC, i);
if(sender>=0) sendf(sender, 1, "rii", SV_ITEMACC, i);
return true;
};
return false;
};
// EDIT: AH
struct configset
{
string mapname;
@@ -660,7 +661,7 @@ void process(ENetPacket *packet, int sender, int chan) // sender may be -1
case SV_ITEMPICKUP:
{
int n = getint(p);
pickup(n, getint(p), sender);
serverpickup(n, getint(p), sender);
QUEUE_MSG;
break;
};