Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
index e599bb8..9f3e075 100644 (file)
@@ -13,6 +13,7 @@
 #include <common/physics/player.qh>
 #include <common/state.qh>
 #include <common/items/_mod.qh>
+#include <common/wepent.qh>
 
 #include <common/triggers/teleporters.qh>
 #include <common/triggers/trigger/jumppads.qh>
@@ -89,10 +90,16 @@ void havocbot_ai(entity this)
                return;
 
        havocbot_chooseenemy(this);
-       if (this.bot_chooseweapontime < time )
+
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
        {
-               this.bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
-               havocbot_chooseweapon(this);
+               .entity weaponentity = weaponentities[slot];
+               if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
+               if(this.(weaponentity).bot_chooseweapontime < time)
+               {
+                       this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
+                       havocbot_chooseweapon(this, weaponentity);
+               }
        }
        havocbot_aim(this);
        lag_update(this);
@@ -103,8 +110,6 @@ void havocbot_ai(entity this)
 
                if(this.weapons)
                {
-                       Weapon w = PS(this).m_weapon;
-                       w.wr_aim(w, this);
                        if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
                        {
                                PHYS_INPUT_BUTTON_ATCK(this) = false;
@@ -112,8 +117,16 @@ void havocbot_ai(entity this)
                        }
                        else
                        {
-                               if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))
-                                       this.lastfiredweapon = PS(this).m_weapon.m_id;
+                               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+                               {
+                                       .entity weaponentity = weaponentities[slot];
+                                       Weapon w = this.(weaponentity).m_weapon;
+                                       if(w == WEP_Null && slot != 0)
+                                               continue;
+                                       w.wr_aim(w, this, weaponentity);
+                                       if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
+                                               this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
+                               }
                        }
                }
                else
@@ -160,20 +173,28 @@ void havocbot_ai(entity this)
        // if the bot is not attacking, consider reloading weapons
        if (!(this.aistatus & AI_STATUS_ATTACKING))
        {
-               // we are currently holding a weapon that's not fully loaded, reload it
-               if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
-               if(this.clip_load < this.clip_size)
-                       this.impulse = 20; // "press" the reload button, not sure if this is done right
-
-               // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
-               // the code above executes next frame, starting the reloading then
-               if(skill >= 5) // bots can only look for unloaded weapons past this skill
-               if(this.clip_load >= 0) // only if we're not reloading a weapon already
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
                {
-                       FOREACH(Weapons, it != WEP_Null, LAMBDA(
-                               if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.weapon_load[it.m_id] < it.reloading_ammo))
-                                       PS(this).m_switchweapon = it;
-                       ));
+                       .entity weaponentity = weaponentities[slot];
+
+                       if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
+                               continue;
+
+                       // we are currently holding a weapon that's not fully loaded, reload it
+                       if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
+                       if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
+                               this.impulse = 20; // "press" the reload button, not sure if this is done right
+
+                       // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
+                       // the code above executes next frame, starting the reloading then
+                       if(skill >= 5) // bots can only look for unloaded weapons past this skill
+                       if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
+                       {
+                               FOREACH(Weapons, it != WEP_Null, LAMBDA(
+                                       if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
+                                               this.(weaponentity).m_switchweapon = it;
+                               ));
+                       }
                }
        }
 }
@@ -589,25 +610,35 @@ void havocbot_movetogoal(entity this)
                else if(this.health>WEP_CVAR(devastator, damage)*0.5)
                {
                        if(this.velocity.z < 0)
-                       if(client_hasweapon(this, WEP_DEVASTATOR, true, false))
                        {
-                               this.movement_x = maxspeed;
-
-                               if(this.rocketjumptime)
+                               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
                                {
-                                       if(time > this.rocketjumptime)
+                                       .entity weaponentity = weaponentities[slot];
+
+                                       if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
+                                               continue;
+
+                                       if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
                                        {
-                                               PHYS_INPUT_BUTTON_ATCK2(this) = true;
-                                               this.rocketjumptime = 0;
+                                               this.movement_x = maxspeed;
+
+                                               if(this.rocketjumptime)
+                                               {
+                                                       if(time > this.rocketjumptime)
+                                                       {
+                                                               PHYS_INPUT_BUTTON_ATCK2(this) = true;
+                                                               this.rocketjumptime = 0;
+                                                       }
+                                                       return;
+                                               }
+
+                                               this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
+                                               this.v_angle_x = 90;
+                                               PHYS_INPUT_BUTTON_ATCK(this) = true;
+                                               this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
+                                               return;
                                        }
-                                       return;
                                }
-
-                               PS(this).m_switchweapon = WEP_DEVASTATOR;
-                               this.v_angle_x = 90;
-                               PHYS_INPUT_BUTTON_ATCK(this) = true;
-                               this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
-                               return;
                        }
                }
                else
@@ -978,7 +1009,7 @@ LABEL(scan_targets)
                this.havocbot_stickenemy = false;
 }
 
-float havocbot_chooseweapon_checkreload(entity this, int new_weapon)
+float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
 {
        // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
        // so skip this for them, or they'll never get to reload their weapons at all.
@@ -987,11 +1018,11 @@ float havocbot_chooseweapon_checkreload(entity this, int new_weapon)
                return false;
 
        // if this weapon is scheduled for reloading, don't switch to it during combat
-       if (this.weapon_load[new_weapon] < 0)
+       if (this.(weaponentity).weapon_load[new_weapon] < 0)
        {
                bool other_weapon_available = false;
                FOREACH(Weapons, it != WEP_Null, LAMBDA(
-                       if(it.wr_checkammo1(it, this) + it.wr_checkammo2(it, this))
+                       if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
                                other_weapon_available = true;
                ));
                if(other_weapon_available)
@@ -1001,14 +1032,14 @@ float havocbot_chooseweapon_checkreload(entity this, int new_weapon)
        return false;
 }
 
-void havocbot_chooseweapon(entity this)
+void havocbot_chooseweapon(entity this, .entity weaponentity)
 {
        int i;
 
        // ;)
        if(g_weaponarena_weapons == WEPSET(TUBA))
        {
-               PS(this).m_switchweapon = WEP_TUBA;
+               this.(weaponentity).m_switchweapon = WEP_TUBA;
                return;
        }
 
@@ -1016,11 +1047,11 @@ void havocbot_chooseweapon(entity this)
        if(this.enemy==NULL)
        {
                // If no weapon was chosen get the first available weapon
-               if(PS(this).m_weapon==WEP_Null)
+               if(this.(weaponentity).m_weapon==WEP_Null)
                FOREACH(Weapons, it != WEP_Null, LAMBDA(
-                       if(client_hasweapon(this, it, true, false))
+                       if(client_hasweapon(this, it, weaponentity, true, false))
                        {
-                               PS(this).m_switchweapon = it;
+                               this.(weaponentity).m_switchweapon = it;
                                return;
                        }
                ));
@@ -1048,7 +1079,7 @@ void havocbot_chooseweapon(entity this)
        combo = false;
 
        if(autocvar_bot_ai_weapon_combo)
-       if(PS(this).m_weapon.m_id == this.lastfiredweapon)
+       if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
        if(af > combo_time)
        {
                combo = true;
@@ -1064,11 +1095,11 @@ void havocbot_chooseweapon(entity this)
                if ( distance > bot_distance_far ) {
                        for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
                                w = bot_weapons_far[i];
-                               if ( client_hasweapon(this, Weapons_from(w), true, false) )
+                               if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
                                {
-                                       if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
+                                       if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
                                                continue;
-                                       PS(this).m_switchweapon = Weapons_from(w);
+                                       this.(weaponentity).m_switchweapon = Weapons_from(w);
                                        return;
                                }
                        }
@@ -1078,11 +1109,11 @@ void havocbot_chooseweapon(entity this)
                if ( distance > bot_distance_close) {
                        for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
                                w = bot_weapons_mid[i];
-                               if ( client_hasweapon(this, Weapons_from(w), true, false) )
+                               if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
                                {
-                                       if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
+                                       if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
                                                continue;
-                                       PS(this).m_switchweapon = Weapons_from(w);
+                                       this.(weaponentity).m_switchweapon = Weapons_from(w);
                                        return;
                                }
                        }
@@ -1091,11 +1122,11 @@ void havocbot_chooseweapon(entity this)
                // Choose weapons for close distance
                for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
                        w = bot_weapons_close[i];
-                       if ( client_hasweapon(this, Weapons_from(w), true, false) )
+                       if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
                        {
-                               if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
+                               if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
                                        continue;
-                               PS(this).m_switchweapon = Weapons_from(w);
+                               this.(weaponentity).m_switchweapon = Weapons_from(w);
                                return;
                        }
                }