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/*
===========================================================================
Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”).
RTCW MP Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
RTCW MP Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with RTCW MP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
/*****************************************************************************
* name: be_ai_move.c
*
* desc: bot movement AI
*
*
*****************************************************************************/
#include "../qcommon/q_shared.h"
#include "l_memory.h"
#include "l_libvar.h"
#include "l_utils.h"
#include "l_script.h"
#include "l_precomp.h"
#include "l_struct.h"
#include "aasfile.h"
#include "botlib.h"
#include "be_aas.h"
#include "be_aas_funcs.h"
#include "be_interface.h"
#include "be_ea.h"
#include "be_ai_goal.h"
#include "be_ai_move.h"
//#define DEBUG_AI_MOVE
//#define DEBUG_ELEVATOR
//#define DEBUG_GRAPPLE
//movement state
//NOTE: the moveflags MFL_ONGROUND, MFL_TELEPORTED and MFL_WATERJUMP must be set outside the movement code
typedef struct bot_movestate_s
{
//input vars (all set outside the movement code)
vec3_t origin; //origin of the bot
vec3_t velocity; //velocity of the bot
vec3_t viewoffset; //view offset
int entitynum; //entity number of the bot
int client; //client number of the bot
float thinktime; //time the bot thinks
int presencetype; //presencetype of the bot
vec3_t viewangles; //view angles of the bot
//state vars
int areanum; //area the bot is in
int lastareanum; //last area the bot was in
int lastgoalareanum; //last goal area number
int lastreachnum; //last reachability number
vec3_t lastorigin; //origin previous cycle
float lasttime;
int reachareanum; //area number of the reachabilty
int moveflags; //movement flags
int jumpreach; //set when jumped
float grapplevisible_time; //last time the grapple was visible
float lastgrappledist; //last distance to the grapple end
float reachability_time; //time to use current reachability
int avoidreach[MAX_AVOIDREACH]; //reachabilities to avoid
float avoidreachtimes[MAX_AVOIDREACH]; //times to avoid the reachabilities
int avoidreachtries[MAX_AVOIDREACH]; //number of tries before avoiding
} bot_movestate_t;
//used to avoid reachability links for some time after being used
// Ridah, disabled this to prevent wierd navigational behaviour (mostly by Zombie, since it's so slow)
//#define AVOIDREACH
#define AVOIDREACH_TIME 6 //avoid links for 6 seconds after use
#define AVOIDREACH_TRIES 4
//prediction times
#define PREDICTIONTIME_JUMP 3 //in seconds
#define PREDICTIONTIME_MOVE 2 //in seconds
//hook commands
#define CMD_HOOKOFF "hookoff"
#define CMD_HOOKON "hookon"
//weapon indexes for weapon jumping
#define WEAPONINDEX_ROCKET_LAUNCHER 5
#define WEAPONINDEX_BFG 9
#define MODELTYPE_FUNC_PLAT 1
#define MODELTYPE_FUNC_BOB 2
float sv_maxstep;
float sv_maxbarrier;
float sv_gravity;
//type of model, func_plat or func_bobbing
int modeltypes[MAX_MODELS];
bot_movestate_t *botmovestates[MAX_CLIENTS + 1];
//========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//========================================================================
int BotAllocMoveState( void ) {
int i;
for ( i = 1; i <= MAX_CLIENTS; i++ )
{
if ( !botmovestates[i] ) {
botmovestates[i] = GetClearedMemory( sizeof( bot_movestate_t ) );
return i;
} //end if
} //end for
return 0;
} //end of the function BotAllocMoveState
//========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//========================================================================
void BotFreeMoveState( int handle ) {
if ( handle <= 0 || handle > MAX_CLIENTS ) {
botimport.Print( PRT_FATAL, "move state handle %d out of range\n", handle );
return;
} //end if
if ( !botmovestates[handle] ) {
botimport.Print( PRT_FATAL, "invalid move state %d\n", handle );
return;
} //end if
FreeMemory( botmovestates[handle] );
botmovestates[handle] = NULL;
} //end of the function BotFreeMoveState
//========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//========================================================================
bot_movestate_t *BotMoveStateFromHandle( int handle ) {
if ( handle <= 0 || handle > MAX_CLIENTS ) {
botimport.Print( PRT_FATAL, "move state handle %d out of range\n", handle );
return NULL;
} //end if
if ( !botmovestates[handle] ) {
botimport.Print( PRT_FATAL, "invalid move state %d\n", handle );
return NULL;
} //end if
return botmovestates[handle];
} //end of the function BotMoveStateFromHandle
// Ridah, provide a means of resetting the avoidreach, so if a bot stops moving, they don't avoid the area they were heading for
//========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//========================================================================
void BotInitAvoidReach( int handle ) {
bot_movestate_t *ms;
ms = BotMoveStateFromHandle( handle );
if ( !ms ) {
return;
}
memset( ms->avoidreach, 0, sizeof( ms->avoidreach ) );
memset( ms->avoidreachtries, 0, sizeof( ms->avoidreachtries ) );
memset( ms->avoidreachtimes, 0, sizeof( ms->avoidreachtimes ) );
}
// done.
//========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//========================================================================
void BotInitMoveState( int handle, bot_initmove_t *initmove ) {
bot_movestate_t *ms;
ms = BotMoveStateFromHandle( handle );
if ( !ms ) {
return;
}
VectorCopy( initmove->origin, ms->origin );
VectorCopy( initmove->velocity, ms->velocity );
VectorCopy( initmove->viewoffset, ms->viewoffset );
ms->entitynum = initmove->entitynum;
ms->client = initmove->client;
ms->thinktime = initmove->thinktime;
ms->presencetype = initmove->presencetype;
VectorCopy( initmove->viewangles, ms->viewangles );
//
ms->moveflags &= ~MFL_ONGROUND;
if ( initmove->or_moveflags & MFL_ONGROUND ) {
ms->moveflags |= MFL_ONGROUND;
}
ms->moveflags &= ~MFL_TELEPORTED;
if ( initmove->or_moveflags & MFL_TELEPORTED ) {
ms->moveflags |= MFL_TELEPORTED;
}
ms->moveflags &= ~MFL_WATERJUMP;
if ( initmove->or_moveflags & MFL_WATERJUMP ) {
ms->moveflags |= MFL_WATERJUMP;
}
ms->moveflags &= ~MFL_WALK;
if ( initmove->or_moveflags & MFL_WALK ) {
ms->moveflags |= MFL_WALK;
}
} //end of the function BotInitMoveState
//========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//========================================================================
float AngleDiff( float ang1, float ang2 ) {
float diff;
diff = ang1 - ang2;
if ( ang1 > ang2 ) {
if ( diff > 180.0 ) {
diff -= 360.0;
}
} //end if
else
{
if ( diff < -180.0 ) {
diff += 360.0;
}
} //end else
return diff;
} //end of the function AngleDiff
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotFuzzyPointReachabilityArea( vec3_t origin ) {
int firstareanum, j, x, y, z;
int areas[10], numareas, areanum, bestareanum;
float dist, bestdist;
vec3_t points[10], v, end;
firstareanum = 0;
areanum = AAS_PointAreaNum( origin );
if ( areanum ) {
firstareanum = areanum;
if ( AAS_AreaReachability( areanum ) ) {
return areanum;
}
} //end if
VectorCopy( origin, end );
end[2] += 4;
numareas = AAS_TraceAreas( origin, end, areas, points, 10 );
for ( j = 0; j < numareas; j++ )
{
if ( AAS_AreaReachability( areas[j] ) ) {
return areas[j];
}
} //end for
bestdist = 999999;
bestareanum = 0;
for ( z = 1; z >= -1; z -= 1 )
{
for ( x = 1; x >= -1; x -= 1 )
{
for ( y = 1; y >= -1; y -= 1 )
{
VectorCopy( origin, end );
// Ridah, increased this for Wolf larger bounding boxes
end[0] += x * 16; //8;
end[1] += y * 16; //8;
end[2] += z * 24; //12;
numareas = AAS_TraceAreas( origin, end, areas, points, 10 );
for ( j = 0; j < numareas; j++ )
{
if ( AAS_AreaReachability( areas[j] ) ) {
VectorSubtract( points[j], origin, v );
dist = VectorLength( v );
if ( dist < bestdist ) {
bestareanum = areas[j];
bestdist = dist;
} //end if
} //end if
if ( !firstareanum ) {
firstareanum = areas[j];
}
} //end for
} //end for
} //end for
if ( bestareanum ) {
return bestareanum;
}
} //end for
return firstareanum;
} //end of the function BotFuzzyPointReachabilityArea
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotReachabilityArea( vec3_t origin, int client ) {
int modelnum, modeltype, reachnum, areanum;
aas_reachability_t reach;
vec3_t org, end, mins, maxs, up = {0, 0, 1};
bsp_trace_t bsptrace;
aas_trace_t trace;
//check if the bot is standing on something
AAS_PresenceTypeBoundingBox( PRESENCE_CROUCH, mins, maxs );
VectorMA( origin, -3, up, end );
bsptrace = AAS_Trace( origin, mins, maxs, end, client, CONTENTS_SOLID | CONTENTS_PLAYERCLIP );
if ( !bsptrace.startsolid && bsptrace.fraction < 1 && bsptrace.ent != ENTITYNUM_NONE ) {
//if standing on the world the bot should be in a valid area
if ( bsptrace.ent == ENTITYNUM_WORLD ) {
return BotFuzzyPointReachabilityArea( origin );
} //end if
modelnum = AAS_EntityModelindex( bsptrace.ent );
modeltype = modeltypes[modelnum];
//if standing on a func_plat or func_bobbing then the bot is assumed to be
//in the area the reachability points to
if ( modeltype == MODELTYPE_FUNC_PLAT || modeltype == MODELTYPE_FUNC_BOB ) {
reachnum = AAS_NextModelReachability( 0, modelnum );
if ( reachnum ) {
AAS_ReachabilityFromNum( reachnum, &reach );
return reach.areanum;
} //end if
} //end else if
//if the bot is swimming the bot should be in a valid area
if ( AAS_Swimming( origin ) ) {
return BotFuzzyPointReachabilityArea( origin );
} //end if
//
areanum = BotFuzzyPointReachabilityArea( origin );
//if the bot is in an area with reachabilities
if ( areanum && AAS_AreaReachability( areanum ) ) {
return areanum;
}
//trace down till the ground is hit because the bot is standing on some other entity
VectorCopy( origin, org );
VectorCopy( org, end );
end[2] -= 800;
trace = AAS_TraceClientBBox( org, end, PRESENCE_CROUCH, -1 );
if ( !trace.startsolid ) {
VectorCopy( trace.endpos, org );
} //end if
//
return BotFuzzyPointReachabilityArea( org );
} //end if
//
return BotFuzzyPointReachabilityArea( origin );
} //end of the function BotReachabilityArea
//===========================================================================
// returns the reachability area the bot is in
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
/*
int BotReachabilityArea(vec3_t origin, int testground)
{
int firstareanum, i, j, x, y, z;
int areas[10], numareas, areanum, bestareanum;
float dist, bestdist;
vec3_t org, end, points[10], v;
aas_trace_t trace;
firstareanum = 0;
for (i = 0; i < 2; i++)
{
VectorCopy(origin, org);
//if test at the ground (used when bot is standing on an entity)
if (i > 0)
{
VectorCopy(origin, end);
end[2] -= 800;
trace = AAS_TraceClientBBox(origin, end, PRESENCE_CROUCH, -1);
if (!trace.startsolid)
{
VectorCopy(trace.endpos, org);
} //end if
} //end if
firstareanum = 0;
areanum = AAS_PointAreaNum(org);
if (areanum)
{
firstareanum = areanum;
if (AAS_AreaReachability(areanum)) return areanum;
} //end if
bestdist = 999999;
bestareanum = 0;
for (z = 1; z >= -1; z -= 1)
{
for (x = 1; x >= -1; x -= 1)
{
for (y = 1; y >= -1; y -= 1)
{
VectorCopy(org, end);
end[0] += x * 8;
end[1] += y * 8;
end[2] += z * 12;
numareas = AAS_TraceAreas(org, end, areas, points, 10);
for (j = 0; j < numareas; j++)
{
if (AAS_AreaReachability(areas[j]))
{
VectorSubtract(points[j], org, v);
dist = VectorLength(v);
if (dist < bestdist)
{
bestareanum = areas[j];
bestdist = dist;
} //end if
} //end if
} //end for
} //end for
} //end for
if (bestareanum) return bestareanum;
} //end for
if (!testground) break;
} //end for
//#ifdef DEBUG
//botimport.Print(PRT_MESSAGE, "no reachability area\n");
//#endif //DEBUG
return firstareanum;
} //end of the function BotReachabilityArea*/
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotOnMover( vec3_t origin, int entnum, aas_reachability_t *reach ) {
int i, modelnum;
vec3_t mins, maxs, modelorigin, org, end;
vec3_t angles = {0, 0, 0};
vec3_t boxmins = {-16, -16, -8}, boxmaxs = {16, 16, 8};
bsp_trace_t trace;
modelnum = reach->facenum & 0x0000FFFF;
//get some bsp model info
AAS_BSPModelMinsMaxsOrigin( modelnum, angles, mins, maxs, NULL );
//
if ( !AAS_OriginOfEntityWithModelNum( modelnum, modelorigin ) ) {
botimport.Print( PRT_MESSAGE, "no entity with model %d\n", modelnum );
return qfalse;
} //end if
//
for ( i = 0; i < 2; i++ )
{
if ( origin[i] > modelorigin[i] + maxs[i] + 16 ) {
return qfalse;
}
if ( origin[i] < modelorigin[i] + mins[i] - 16 ) {
return qfalse;
}
} //end for
//
VectorCopy( origin, org );
org[2] += 24;
VectorCopy( origin, end );
end[2] -= 48;
//
trace = AAS_Trace( org, boxmins, boxmaxs, end, entnum, CONTENTS_SOLID | CONTENTS_PLAYERCLIP );
if ( !trace.startsolid && !trace.allsolid ) {
//NOTE: the reachability face number is the model number of the elevator
if ( trace.ent != ENTITYNUM_NONE && AAS_EntityModelNum( trace.ent ) == modelnum ) {
return qtrue;
} //end if
} //end if
return qfalse;
} //end of the function BotOnMover
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int MoverDown( aas_reachability_t *reach ) {
int modelnum;
vec3_t mins, maxs, origin;
vec3_t angles = {0, 0, 0};
modelnum = reach->facenum & 0x0000FFFF;
//get some bsp model info
AAS_BSPModelMinsMaxsOrigin( modelnum, angles, mins, maxs, origin );
//
if ( !AAS_OriginOfEntityWithModelNum( modelnum, origin ) ) {
botimport.Print( PRT_MESSAGE, "no entity with model %d\n", modelnum );
return qfalse;
} //end if
//if the top of the plat is below the reachability start point
if ( origin[2] + maxs[2] < reach->start[2] ) {
return qtrue;
}
return qfalse;
} //end of the function MoverDown
//========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//========================================================================
void BotSetBrushModelTypes( void ) {
int ent, modelnum;
char classname[MAX_EPAIRKEY], model[MAX_EPAIRKEY];
memset( modeltypes, 0, MAX_MODELS * sizeof( int ) );
//
for ( ent = AAS_NextBSPEntity( 0 ); ent; ent = AAS_NextBSPEntity( ent ) )
{
if ( !AAS_ValueForBSPEpairKey( ent, "classname", classname, MAX_EPAIRKEY ) ) {
continue;
}
if ( !AAS_ValueForBSPEpairKey( ent, "model", model, MAX_EPAIRKEY ) ) {
continue;
}
if ( model[0] ) {
modelnum = atoi( model + 1 );
} else { modelnum = 0;}
if ( modelnum < 0 || modelnum >= MAX_MODELS ) {
botimport.Print( PRT_MESSAGE, "entity %s model number out of range\n", classname );
continue;
} //end if
if ( !strcmp( classname, "func_bobbing" ) ) {
modeltypes[modelnum] = MODELTYPE_FUNC_BOB;
} else if ( !strcmp( classname, "func_plat" ) ) {
modeltypes[modelnum] = MODELTYPE_FUNC_PLAT;
}
} //end for
} //end of the function BotSetBrushModelTypes
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotOnTopOfEntity( bot_movestate_t *ms ) {
vec3_t mins, maxs, end, up = {0, 0, 1};
bsp_trace_t trace;
AAS_PresenceTypeBoundingBox( ms->presencetype, mins, maxs );
VectorMA( ms->origin, -3, up, end );
trace = AAS_Trace( ms->origin, mins, maxs, end, ms->entitynum, CONTENTS_SOLID | CONTENTS_PLAYERCLIP );
if ( !trace.startsolid && ( trace.ent != ENTITYNUM_WORLD && trace.ent != ENTITYNUM_NONE ) ) {
return trace.ent;
} //end if
return -1;
} //end of the function BotOnTopOfEntity
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotValidTravel( vec3_t origin, aas_reachability_t *reach, int travelflags ) {
//if the reachability uses an unwanted travel type
if ( AAS_TravelFlagForType( reach->traveltype ) & ~travelflags ) {
return qfalse;
}
//don't go into areas with bad travel types
if ( AAS_AreaContentsTravelFlag( reach->areanum ) & ~travelflags ) {
return qfalse;
}
return qtrue;
} //end of the function BotValidTravel
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void BotAddToAvoidReach( bot_movestate_t *ms, int number, float avoidtime ) {
int i;
for ( i = 0; i < MAX_AVOIDREACH; i++ )
{
if ( ms->avoidreach[i] == number ) {
if ( ms->avoidreachtimes[i] > AAS_Time() ) {
ms->avoidreachtries[i]++;
} else { ms->avoidreachtries[i] = 1;}
ms->avoidreachtimes[i] = AAS_Time() + avoidtime;
return;
} //end if
} //end for
//add the reachability to the reachabilities to avoid for a while
for ( i = 0; i < MAX_AVOIDREACH; i++ )
{
if ( ms->avoidreachtimes[i] < AAS_Time() ) {
ms->avoidreach[i] = number;
ms->avoidreachtimes[i] = AAS_Time() + avoidtime;
ms->avoidreachtries[i] = 1;
return;
} //end if
} //end for
} //end of the function BotAddToAvoidReach
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
//__inline int AAS_AreaContentsTravelFlag(int areanum);
int BotGetReachabilityToGoal( vec3_t origin, int areanum, int entnum,
int lastgoalareanum, int lastareanum,
int *avoidreach, float *avoidreachtimes, int *avoidreachtries,
bot_goal_t *goal, int travelflags, int movetravelflags ) {
int t, besttime, bestreachnum, reachnum;
aas_reachability_t reach;
//if not in a valid area
if ( !areanum ) {
return 0;
}
//
if ( AAS_AreaDoNotEnter( areanum ) || AAS_AreaDoNotEnter( goal->areanum ) ) {
travelflags |= TFL_DONOTENTER;
movetravelflags |= TFL_DONOTENTER;
} //end if
if ( AAS_AreaDoNotEnterLarge( areanum ) || AAS_AreaDoNotEnterLarge( goal->areanum ) ) {
travelflags |= TFL_DONOTENTER_LARGE;
movetravelflags |= TFL_DONOTENTER_LARGE;
} //end if
//use the routing to find the next area to go to
besttime = 0;
bestreachnum = 0;
//
for ( reachnum = AAS_NextAreaReachability( areanum, 0 ); reachnum;
reachnum = AAS_NextAreaReachability( areanum, reachnum ) )
{
#ifdef AVOIDREACH
int i;
//check if it isn't a reachability to avoid
for ( i = 0; i < MAX_AVOIDREACH; i++ )
{
if ( avoidreach[i] == reachnum && avoidreachtimes[i] >= AAS_Time() ) {
break;
}
} //end for
if ( i != MAX_AVOIDREACH && avoidreachtries[i] > AVOIDREACH_TRIES ) {
#ifdef DEBUG
if ( botDeveloper ) {
botimport.Print( PRT_MESSAGE, "avoiding reachability %d\n", avoidreach[i] );
} //end if
#endif //DEBUG
continue;
} //end if
#endif //AVOIDREACH
//get the reachability from the number
AAS_ReachabilityFromNum( reachnum, &reach );
//NOTE: do not go back to the previous area if the goal didn't change
//NOTE: is this actually avoidance of local routing minima between two areas???
if ( lastgoalareanum == goal->areanum && reach.areanum == lastareanum ) {
continue;
}
//if (AAS_AreaContentsTravelFlag(reach.areanum) & ~travelflags) continue;
//if the travel isn't valid
if ( !BotValidTravel( origin, &reach, movetravelflags ) ) {
continue;
}
//get the travel time
t = AAS_AreaTravelTimeToGoalArea( reach.areanum, reach.end, goal->areanum, travelflags );
//if the goal area isn't reachable from the reachable area
if ( !t ) {
continue;
}
// Ridah, if this sends us to a looped route, ignore it
//if (AAS_AreaTravelTimeToGoalArea(areanum, reach.start, goal->areanum, travelflags) + reach.traveltime == t)
// continue;
//add the travel time towards the area
// Ridah, not sure why this was disabled, but it causes looped links in the route-cache
//t += reach.traveltime; // + AAS_AreaTravelTime( areanum, origin, reach.start );
t += reach.traveltime + AAS_AreaTravelTime( areanum, origin, reach.start );
// Ridah, if there exists other entities in this area, avoid it
// if (reach.areanum != goal->areanum && AAS_IsEntityInArea( entnum, goal->entitynum, reach.areanum )) {
// t += 50;
// }
//if the travel time is better than the ones already found
if ( !besttime || t < besttime ) {
besttime = t;
bestreachnum = reachnum;
} //end if
} //end for
//
return bestreachnum;
} //end of the function BotGetReachabilityToGoal
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotAddToTarget( vec3_t start, vec3_t end, float maxdist, float *dist, vec3_t target ) {
vec3_t dir;
float curdist;
VectorSubtract( end, start, dir );
curdist = VectorNormalize( dir );
if ( *dist + curdist < maxdist ) {
VectorCopy( end, target );
*dist += curdist;
return qfalse;
} //end if
else
{
VectorMA( start, maxdist - *dist, dir, target );
*dist = maxdist;
return qtrue;
} //end else
} //end of the function BotAddToTarget
int BotMovementViewTarget( int movestate, bot_goal_t *goal, int travelflags, float lookahead, vec3_t target ) {
aas_reachability_t reach;
int reachnum, lastareanum;
bot_movestate_t *ms;
vec3_t end;
float dist;
ms = BotMoveStateFromHandle( movestate );
if ( !ms ) {
return qfalse;
}
//if the bot has no goal or no last reachability
if ( !ms->lastreachnum || !goal ) {
return qfalse;
}
reachnum = ms->lastreachnum;
VectorCopy( ms->origin, end );
lastareanum = ms->lastareanum;
dist = 0;
while ( reachnum && dist < lookahead )
{
AAS_ReachabilityFromNum( reachnum, &reach );
if ( BotAddToTarget( end, reach.start, lookahead, &dist, target ) ) {
return qtrue;
}
//never look beyond teleporters
if ( reach.traveltype == TRAVEL_TELEPORT ) {
return qtrue;
}
//don't add jump pad distances
if ( reach.traveltype != TRAVEL_JUMPPAD &&
reach.traveltype != TRAVEL_ELEVATOR &&
reach.traveltype != TRAVEL_FUNCBOB ) {
if ( BotAddToTarget( reach.start, reach.end, lookahead, &dist, target ) ) {
return qtrue;
}
} //end if
reachnum = BotGetReachabilityToGoal( reach.end, reach.areanum, -1,
ms->lastgoalareanum, lastareanum,
ms->avoidreach, ms->avoidreachtimes, ms->avoidreachtries,
goal, travelflags, travelflags );
VectorCopy( reach.end, end );
lastareanum = reach.areanum;
if ( lastareanum == goal->areanum ) {
BotAddToTarget( reach.end, goal->origin, lookahead, &dist, target );
return qtrue;
} //end if
} //end while
//
return qfalse;
} //end of the function BotMovementViewTarget
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotVisible( int ent, vec3_t eye, vec3_t target ) {
bsp_trace_t trace;
trace = AAS_Trace( eye, NULL, NULL, target, ent, CONTENTS_SOLID | CONTENTS_PLAYERCLIP );
if ( trace.fraction >= 1 ) {
return qtrue;
}
return qfalse;
} //end of the function BotVisible
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotPredictVisiblePosition( vec3_t origin, int areanum, bot_goal_t *goal, int travelflags, vec3_t target ) {
aas_reachability_t reach;
int reachnum, lastgoalareanum, lastareanum, i;
int avoidreach[MAX_AVOIDREACH];
float avoidreachtimes[MAX_AVOIDREACH];
int avoidreachtries[MAX_AVOIDREACH];
vec3_t end;
//if the bot has no goal or no last reachability
if ( !goal ) {
return qfalse;
}
//if the areanum is not valid
if ( !areanum ) {
return qfalse;
}
//if the goal areanum is not valid
if ( !goal->areanum ) {
return qfalse;
}
memset( avoidreach, 0, MAX_AVOIDREACH * sizeof( int ) );
lastgoalareanum = goal->areanum;
lastareanum = areanum;
VectorCopy( origin, end );
//only do 20 hops
for ( i = 0; i < 20 && ( areanum != goal->areanum ); i++ )
{
//
reachnum = BotGetReachabilityToGoal( end, areanum, -1,
lastgoalareanum, lastareanum,
avoidreach, avoidreachtimes, avoidreachtries,
goal, travelflags, travelflags );
if ( !reachnum ) {
return qfalse;
}
AAS_ReachabilityFromNum( reachnum, &reach );
//
if ( BotVisible( goal->entitynum, goal->origin, reach.start ) ) {
VectorCopy( reach.start, target );
return qtrue;
} //end if
//
if ( BotVisible( goal->entitynum, goal->origin, reach.end ) ) {
VectorCopy( reach.end, target );
return qtrue;
} //end if
//
if ( reach.areanum == goal->areanum ) {
VectorCopy( reach.end, target );
return qtrue;
} //end if
//
lastareanum = areanum;
areanum = reach.areanum;
VectorCopy( reach.end, end );
//
} //end while
//
return qfalse;
} //end of the function BotPredictVisiblePosition
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void MoverBottomCenter( aas_reachability_t *reach, vec3_t bottomcenter ) {
int modelnum;
vec3_t mins, maxs, origin, mids;
vec3_t angles = {0, 0, 0};
modelnum = reach->facenum & 0x0000FFFF;
//get some bsp model info
AAS_BSPModelMinsMaxsOrigin( modelnum, angles, mins, maxs, origin );
//
if ( !AAS_OriginOfEntityWithModelNum( modelnum, origin ) ) {
botimport.Print( PRT_MESSAGE, "no entity with model %d\n", modelnum );
} //end if
//get a point just above the plat in the bottom position
VectorAdd( mins, maxs, mids );
VectorMA( origin, 0.5, mids, bottomcenter );
bottomcenter[2] = reach->start[2];
} //end of the function MoverBottomCenter
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
float BotGapDistance( vec3_t origin, vec3_t hordir, int entnum ) {
int dist;
float startz;
vec3_t start, end;
aas_trace_t trace;
//do gap checking
//startz = origin[2];
//this enables walking down stairs more fluidly
{
VectorCopy( origin, start );
VectorCopy( origin, end );
end[2] -= 60;
trace = AAS_TraceClientBBox( start, end, PRESENCE_CROUCH, entnum );
if ( trace.fraction >= 1 ) {
return 1;
}
startz = trace.endpos[2] + 1;
}
//
for ( dist = 8; dist <= 100; dist += 8 )
{
VectorMA( origin, dist, hordir, start );
start[2] = startz + 24;
VectorCopy( start, end );
end[2] -= 48 + sv_maxbarrier;
trace = AAS_TraceClientBBox( start, end, PRESENCE_CROUCH, entnum );
//if solid is found the bot can't walk any further and fall into a gap
if ( !trace.startsolid ) {
//if it is a gap
if ( trace.endpos[2] < startz - sv_maxstep - 8 ) {
VectorCopy( trace.endpos, end );
end[2] -= 20;
if ( AAS_PointContents( end ) & ( CONTENTS_WATER | CONTENTS_SLIME ) ) {
break; //----(SA) modified since slime is no longer deadly
}
// if (AAS_PointContents(end) & CONTENTS_WATER) break;
//if a gap is found slow down
//botimport.Print(PRT_MESSAGE, "gap at %i\n", dist);
return dist;
} //end if
startz = trace.endpos[2];
} //end if
} //end for
return 0;
} //end of the function BotGapDistance
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotCheckBarrierJump( bot_movestate_t *ms, vec3_t dir, float speed ) {
vec3_t start, hordir, end;
aas_trace_t trace;
VectorCopy( ms->origin, end );
end[2] += sv_maxbarrier;
//trace right up
trace = AAS_TraceClientBBox( ms->origin, end, PRESENCE_NORMAL, ms->entitynum );
//this shouldn't happen... but we check anyway
if ( trace.startsolid ) {
return qfalse;
}
//if very low ceiling it isn't possible to jump up to a barrier
if ( trace.endpos[2] - ms->origin[2] < sv_maxstep ) {
return qfalse;
}
//
hordir[0] = dir[0];
hordir[1] = dir[1];
hordir[2] = 0;
VectorNormalize( hordir );
VectorMA( ms->origin, ms->thinktime * speed * 0.5, hordir, end );
VectorCopy( trace.endpos, start );
end[2] = trace.endpos[2];
//trace from previous trace end pos horizontally in the move direction
trace = AAS_TraceClientBBox( start, end, PRESENCE_NORMAL, ms->entitynum );
//again this shouldn't happen
if ( trace.startsolid ) {
return qfalse;
}
//
VectorCopy( trace.endpos, start );
VectorCopy( trace.endpos, end );
end[2] = ms->origin[2];
//trace down from the previous trace end pos
trace = AAS_TraceClientBBox( start, end, PRESENCE_NORMAL, ms->entitynum );
//if solid
if ( trace.startsolid ) {
return qfalse;
}
//if no obstacle at all
if ( trace.fraction >= 1.0 ) {
return qfalse;
}
//if less than the maximum step height
if ( trace.endpos[2] - ms->origin[2] < sv_maxstep ) {
return qfalse;
}
//
EA_Jump( ms->client );
EA_Move( ms->client, hordir, speed );
ms->moveflags |= MFL_BARRIERJUMP;
//there is a barrier
return qtrue;
} //end of the function BotCheckBarrierJump
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotSwimInDirection( bot_movestate_t *ms, vec3_t dir, float speed, int type ) {
vec3_t normdir;
VectorCopy( dir, normdir );
VectorNormalize( normdir );
EA_Move( ms->client, normdir, speed );
return qtrue;
} //end of the function BotSwimInDirection
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotWalkInDirection( bot_movestate_t *ms, vec3_t dir, float speed, int type ) {
vec3_t hordir, cmdmove, velocity, tmpdir, origin;
int presencetype, maxframes, cmdframes, stopevent;
aas_clientmove_t move;
float dist;
//if the bot is on the ground
if ( ms->moveflags & MFL_ONGROUND ) {
//if there is a barrier the bot can jump on
if ( BotCheckBarrierJump( ms, dir, speed ) ) {
return qtrue;
}
//remove barrier jump flag
ms->moveflags &= ~MFL_BARRIERJUMP;
//get the presence type for the movement
if ( ( type & MOVE_CROUCH ) && !( type & MOVE_JUMP ) ) {
presencetype = PRESENCE_CROUCH;
} else { presencetype = PRESENCE_NORMAL;}
//horizontal direction
hordir[0] = dir[0];
hordir[1] = dir[1];
hordir[2] = 0;
VectorNormalize( hordir );
//if the bot is not supposed to jump
if ( !( type & MOVE_JUMP ) ) {
//if there is a gap, try to jump over it
if ( BotGapDistance( ms->origin, hordir, ms->entitynum ) > 0 ) {
type |= MOVE_JUMP;
}
} //end if
//get command movement
VectorScale( hordir, speed, cmdmove );
VectorCopy( ms->velocity, velocity );
//
if ( type & MOVE_JUMP ) {
//botimport.Print(PRT_MESSAGE, "trying jump\n");
cmdmove[2] = 400;
maxframes = PREDICTIONTIME_JUMP / 0.1;
cmdframes = 1;
stopevent = SE_HITGROUND | SE_HITGROUNDDAMAGE |
SE_ENTERWATER | SE_ENTERSLIME | SE_ENTERLAVA;
} //end if
else
{
maxframes = 2;
cmdframes = 2;
stopevent = SE_HITGROUNDDAMAGE |
SE_ENTERWATER | SE_ENTERSLIME | SE_ENTERLAVA;
} //end else
//AAS_ClearShownDebugLines();
//
VectorCopy( ms->origin, origin );
origin[2] += 0.5;
AAS_PredictClientMovement( &move, ms->entitynum, origin, presencetype, qtrue,
velocity, cmdmove, cmdframes, maxframes, 0.1,
stopevent, 0, qfalse ); //qtrue);
//if prediction time wasn't enough to fully predict the movement
if ( move.frames >= maxframes && ( type & MOVE_JUMP ) ) {
//botimport.Print(PRT_MESSAGE, "client %d: max prediction frames\n", ms->client);
return qfalse;
} //end if
//don't enter slime or lava and don't fall from too high
if ( move.stopevent & ( SE_ENTERLAVA | SE_HITGROUNDDAMAGE ) ) { //----(SA) modified since slime is no longer deadly
// if (move.stopevent & (SE_ENTERSLIME|SE_ENTERLAVA|SE_HITGROUNDDAMAGE))
//botimport.Print(PRT_MESSAGE, "client %d: would be hurt ", ms->client);
//if (move.stopevent & SE_ENTERSLIME) botimport.Print(PRT_MESSAGE, "slime\n");
//if (move.stopevent & SE_ENTERLAVA) botimport.Print(PRT_MESSAGE, "lava\n");
//if (move.stopevent & SE_HITGROUNDDAMAGE) botimport.Print(PRT_MESSAGE, "hitground\n");
return qfalse;
} //end if
//if ground was hit
if ( move.stopevent & SE_HITGROUND ) {
//check for nearby gap
VectorNormalize2( move.velocity, tmpdir );
dist = BotGapDistance( move.endpos, tmpdir, ms->entitynum );
if ( dist > 0 ) {
return qfalse;
}
//
dist = BotGapDistance( move.endpos, hordir, ms->entitynum );
if ( dist > 0 ) {
return qfalse;
}
} //end if
//get horizontal movement
tmpdir[0] = move.endpos[0] - ms->origin[0];
tmpdir[1] = move.endpos[1] - ms->origin[1];
tmpdir[2] = 0;
//
//AAS_DrawCross(move.endpos, 4, LINECOLOR_BLUE);
//the bot is blocked by something
if ( VectorLength( tmpdir ) < speed * ms->thinktime * 0.5 ) {
return qfalse;
}
//perform the movement
if ( type & MOVE_JUMP ) {
EA_Jump( ms->client );
}
if ( type & MOVE_CROUCH ) {
EA_Crouch( ms->client );
}
EA_Move( ms->client, hordir, speed );
//movement was succesfull
return qtrue;
} //end if
else
{
if ( ms->moveflags & MFL_BARRIERJUMP ) {
//if near the top or going down
if ( ms->velocity[2] < 50 ) {
EA_Move( ms->client, dir, speed );
} //end if
} //end if
//FIXME: do air control to avoid hazards
return qtrue;
} //end else
} //end of the function BotWalkInDirection
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotMoveInDirection( int movestate, vec3_t dir, float speed, int type ) {
bot_movestate_t *ms;
ms = BotMoveStateFromHandle( movestate );
if ( !ms ) {
return qfalse;
}
//if swimming
if ( AAS_Swimming( ms->origin ) ) {
return BotSwimInDirection( ms, dir, speed, type );
} //end if
else
{
return BotWalkInDirection( ms, dir, speed, type );
} //end else
} //end of the function BotMoveInDirection
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int Intersection( vec2_t p1, vec2_t p2, vec2_t p3, vec2_t p4, vec2_t out ) {
float x1, dx1, dy1, x2, dx2, dy2, d;
dx1 = p2[0] - p1[0];
dy1 = p2[1] - p1[1];
dx2 = p4[0] - p3[0];
dy2 = p4[1] - p3[1];
d = dy1 * dx2 - dx1 * dy2;
if ( d != 0 ) {
x1 = p1[1] * dx1 - p1[0] * dy1;
x2 = p3[1] * dx2 - p3[0] * dy2;
out[0] = (int) ( ( dx1 * x2 - dx2 * x1 ) / d );
out[1] = (int) ( ( dy1 * x2 - dy2 * x1 ) / d );
return qtrue;
} //end if
else
{
return qfalse;
} //end else
} //end of the function Intersection
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void BotCheckBlocked( bot_movestate_t *ms, vec3_t dir, int checkbottom, bot_moveresult_t *result ) {
vec3_t mins, maxs, end, up = {0, 0, 1};
bsp_trace_t trace;
//test for entities obstructing the bot's path
AAS_PresenceTypeBoundingBox( ms->presencetype, mins, maxs );
//
if ( fabs( DotProduct( dir, up ) ) < 0.7 ) {
mins[2] += sv_maxstep; //if the bot can step on
maxs[2] -= 10; //a little lower to avoid low ceiling
} //end if
VectorMA( ms->origin, 3, dir, end );
trace = AAS_Trace( ms->origin, mins, maxs, end, ms->entitynum, CONTENTS_SOLID | CONTENTS_PLAYERCLIP | CONTENTS_BODY );
//if not started in solid and not hitting the world entity
if ( !trace.startsolid && ( trace.ent != ENTITYNUM_WORLD && trace.ent != ENTITYNUM_NONE ) ) {
result->blocked = qtrue;
result->blockentity = trace.ent;
#ifdef DEBUG
//botimport.Print(PRT_MESSAGE, "%d: BotCheckBlocked: I'm blocked\n", ms->client);
#endif //DEBUG
} //end if
//if not in an area with reachability
else if ( checkbottom && !AAS_AreaReachability( ms->areanum ) ) {
//check if the bot is standing on something
AAS_PresenceTypeBoundingBox( ms->presencetype, mins, maxs );
VectorMA( ms->origin, -3, up, end );
trace = AAS_Trace( ms->origin, mins, maxs, end, ms->entitynum, CONTENTS_SOLID | CONTENTS_PLAYERCLIP );
if ( !trace.startsolid && ( trace.ent != ENTITYNUM_WORLD && trace.ent != ENTITYNUM_NONE ) ) {
result->blocked = qtrue;
result->blockentity = trace.ent;
result->flags |= MOVERESULT_ONTOPOFOBSTACLE;
#ifdef DEBUG
//botimport.Print(PRT_MESSAGE, "%d: BotCheckBlocked: I'm blocked\n", ms->client);
#endif //DEBUG
} //end if
} //end else
} //end of the function BotCheckBlocked
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_Walk( bot_movestate_t *ms, aas_reachability_t *reach ) {
float dist, speed;
vec3_t hordir;
bot_moveresult_t_cleared( result );
//first walk straight to the reachability start
hordir[0] = reach->start[0] - ms->origin[0];
hordir[1] = reach->start[1] - ms->origin[1];
hordir[2] = 0;
dist = VectorNormalize( hordir );
//
BotCheckBlocked( ms, hordir, qtrue, &result );
//
// Ridah, tweaked this
// if (dist < 10)
if ( dist < 32 ) {
//walk straight to the reachability end
hordir[0] = reach->end[0] - ms->origin[0];
hordir[1] = reach->end[1] - ms->origin[1];
hordir[2] = 0;
dist = VectorNormalize( hordir );
} //end if
//if going towards a crouch area
// Ridah, some areas have a 0 presence (!?!)
// if (!(AAS_AreaPresenceType(reach->areanum) & PRESENCE_NORMAL))
if ( ( AAS_AreaPresenceType( reach->areanum ) & PRESENCE_CROUCH ) &&
!( AAS_AreaPresenceType( reach->areanum ) & PRESENCE_NORMAL ) ) {
//if pretty close to the reachable area
if ( dist < 20 ) {
EA_Crouch( ms->client );
}
} //end if
//
dist = BotGapDistance( ms->origin, hordir, ms->entitynum );
//
if ( ms->moveflags & MFL_WALK ) {
if ( dist > 0 ) {
speed = 200 - ( 180 - 1 * dist );
} else { speed = 200;}
EA_Walk( ms->client );
} //end if
else
{
if ( dist > 0 ) {
speed = 400 - ( 360 - 2 * dist );
} else { speed = 400;}
} //end else
//elemantary action move in direction
EA_Move( ms->client, hordir, speed );
VectorCopy( hordir, result.movedir );
//
return result;
} //end of the function BotTravel_Walk
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotFinishTravel_Walk( bot_movestate_t *ms, aas_reachability_t *reach ) {
vec3_t hordir;
float dist, speed;
bot_moveresult_t_cleared( result );
//if not on the ground and changed areas... don't walk back!!
//(doesn't seem to help)
/*
ms->areanum = BotFuzzyPointReachabilityArea(ms->origin);
if (ms->areanum == reach->areanum)
{
#ifdef DEBUG
botimport.Print(PRT_MESSAGE, "BotFinishTravel_Walk: already in reach area\n");
#endif //DEBUG
return result;
} //end if*/
//go straight to the reachability end
hordir[0] = reach->end[0] - ms->origin[0];
hordir[1] = reach->end[1] - ms->origin[1];
hordir[2] = 0;
dist = VectorNormalize( hordir );
//
if ( dist > 100 ) {
dist = 100;
}
speed = 400 - ( 400 - 3 * dist );
//
EA_Move( ms->client, hordir, speed );
VectorCopy( hordir, result.movedir );
//
return result;
} //end of the function BotFinishTravel_Walk
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_Crouch( bot_movestate_t *ms, aas_reachability_t *reach ) {
float speed;
vec3_t hordir;
bot_moveresult_t_cleared( result );
//
speed = 400;
//walk straight to reachability end
hordir[0] = reach->end[0] - ms->origin[0];
hordir[1] = reach->end[1] - ms->origin[1];
hordir[2] = 0;
VectorNormalize( hordir );
//
BotCheckBlocked( ms, hordir, qtrue, &result );
//elemantary actions
EA_Crouch( ms->client );
EA_Move( ms->client, hordir, speed );
//
VectorCopy( hordir, result.movedir );
//
return result;
} //end of the function BotTravel_Crouch
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_BarrierJump( bot_movestate_t *ms, aas_reachability_t *reach ) {
float dist, speed;
vec3_t hordir;
bot_moveresult_t_cleared( result );
//walk straight to reachability start
hordir[0] = reach->start[0] - ms->origin[0];
hordir[1] = reach->start[1] - ms->origin[1];
hordir[2] = 0;
dist = VectorNormalize( hordir );
//
BotCheckBlocked( ms, hordir, qtrue, &result );
//if pretty close to the barrier
if ( dist < 9 ) {
EA_Jump( ms->client );
// Ridah, do the movement also, so we have momentum to get onto the barrier
hordir[0] = reach->end[0] - reach->start[0];
hordir[1] = reach->end[1] - reach->start[1];
hordir[2] = 0;
VectorNormalize( hordir );
dist = 60;
speed = 360 - ( 360 - 6 * dist );
EA_Move( ms->client, hordir, speed );
// done.
} //end if
else
{
if ( dist > 60 ) {
dist = 60;
}
speed = 360 - ( 360 - 6 * dist );
EA_Move( ms->client, hordir, speed );
} //end else
VectorCopy( hordir, result.movedir );
//
return result;
} //end of the function BotTravel_BarrierJump
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotFinishTravel_BarrierJump( bot_movestate_t *ms, aas_reachability_t *reach ) {
float dist, speed;
vec3_t hordir;
bot_moveresult_t_cleared( result );
//if near the top or going down
if ( ms->velocity[2] < 250 ) {
// Ridah, extend the end point a bit, so we strive to get over the ledge more
vec3_t end;
VectorSubtract( reach->end, reach->start, end );
end[2] = 0;
VectorNormalize( end );
VectorMA( reach->end, 32, end, end );
hordir[0] = end[0] - ms->origin[0];
hordir[1] = end[1] - ms->origin[1];
// hordir[0] = reach->end[0] - ms->origin[0];
// hordir[1] = reach->end[1] - ms->origin[1];
// done.
hordir[2] = 0;
dist = VectorNormalize( hordir );
//
BotCheckBlocked( ms, hordir, qtrue, &result );
//
if ( dist > 60 ) {
dist = 60;
}
speed = 400 - ( 400 - 6 * dist );
EA_Move( ms->client, hordir, speed );
VectorCopy( hordir, result.movedir );
} //end if
//
return result;
} //end of the function BotFinishTravel_BarrierJump
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_Swim( bot_movestate_t *ms, aas_reachability_t *reach ) {
vec3_t dir;
bot_moveresult_t_cleared( result );
//swim straight to reachability end
VectorSubtract( reach->start, ms->origin, dir );
VectorNormalize( dir );
//
BotCheckBlocked( ms, dir, qtrue, &result );
//elemantary actions
EA_Move( ms->client, dir, 400 );
//
VectorCopy( dir, result.movedir );
Vector2Angles( dir, result.ideal_viewangles );
result.flags |= MOVERESULT_SWIMVIEW;
//
return result;
} //end of the function BotTravel_Swim
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_WaterJump( bot_movestate_t *ms, aas_reachability_t *reach ) {
vec3_t dir, hordir;
float dist;
bot_moveresult_t_cleared( result );
//swim straight to reachability end
VectorSubtract( reach->end, ms->origin, dir );
VectorCopy( dir, hordir );
hordir[2] = 0;
dir[2] += 15 + crandom() * 40;
//botimport.Print(PRT_MESSAGE, "BotTravel_WaterJump: dir[2] = %f\n", dir[2]);
VectorNormalize( dir );
dist = VectorNormalize( hordir );
//elemantary actions
//EA_Move(ms->client, dir, 400);
EA_MoveForward( ms->client );
//move up if close to the actual out of water jump spot
if ( dist < 40 ) {
EA_MoveUp( ms->client );
}
//set the ideal view angles
Vector2Angles( dir, result.ideal_viewangles );
result.flags |= MOVERESULT_MOVEMENTVIEW;
//
VectorCopy( dir, result.movedir );
//
return result;
} //end of the function BotTravel_WaterJump
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotFinishTravel_WaterJump( bot_movestate_t *ms, aas_reachability_t *reach ) {
vec3_t dir, pnt;
bot_moveresult_t_cleared( result );
//botimport.Print(PRT_MESSAGE, "BotFinishTravel_WaterJump\n");
//if waterjumping there's nothing to do
if ( ms->moveflags & MFL_WATERJUMP ) {
return result;
}
//if not touching any water anymore don't do anything
//otherwise the bot sometimes keeps jumping?
VectorCopy( ms->origin, pnt );
pnt[2] -= 32; //extra for q2dm4 near red armor/mega health
if ( !( AAS_PointContents( pnt ) & ( CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER ) ) ) {
return result;
}
//swim straight to reachability end
VectorSubtract( reach->end, ms->origin, dir );
dir[0] += crandom() * 10;
dir[1] += crandom() * 10;
dir[2] += 70 + crandom() * 10;
//elemantary actions
EA_Move( ms->client, dir, 400 );
//set the ideal view angles
Vector2Angles( dir, result.ideal_viewangles );
result.flags |= MOVERESULT_MOVEMENTVIEW;
//
VectorCopy( dir, result.movedir );
//
return result;
} //end of the function BotFinishTravel_WaterJump
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_WalkOffLedge( bot_movestate_t *ms, aas_reachability_t *reach ) {
vec3_t hordir, dir;
float dist, speed, reachhordist;
bot_moveresult_t_cleared( result );
//check if the bot is blocked by anything
VectorSubtract( reach->start, ms->origin, dir );
VectorNormalize( dir );
BotCheckBlocked( ms, dir, qtrue, &result );
//if the reachability start and end are practially above each other
VectorSubtract( reach->end, reach->start, dir );
dir[2] = 0;
reachhordist = VectorLength( dir );
//walk straight to the reachability start
hordir[0] = reach->start[0] - ms->origin[0];
hordir[1] = reach->start[1] - ms->origin[1];
hordir[2] = 0;
dist = VectorNormalize( hordir );
//if pretty close to the start focus on the reachability end
// Ridah, tweaked this
#if 0
if ( dist < 48 ) {
hordir[0] = reach->end[0] - ms->origin[0];
hordir[1] = reach->end[1] - ms->origin[1];
hordir[2] = 0;
#else
if ( ( dist < 72 ) && ( DotProduct( dir, hordir ) < 0 ) ) { // walk in the direction of start -> end
//hordir[0] = reach->end[0] - ms->origin[0];
//hordir[1] = reach->end[1] - ms->origin[1];
//VectorNormalize( dir );
//VectorMA( hordir, 48, dir, hordir );
//hordir[2] = 0;
VectorCopy( dir, hordir );
#endif
VectorNormalize( hordir );
//
if ( reachhordist < 20 ) {
speed = 100;
} //end if
else if ( !AAS_HorizontalVelocityForJump( 0, reach->start, reach->end, &speed ) ) {
speed = 400;
} //end if
// looks better crouching off a ledge
EA_Crouch( ms->client );
} //end if
else
{
if ( reachhordist < 20 ) {
if ( dist > 64 ) {
dist = 64;
}
speed = 400 - ( 256 - 4 * dist );
} //end if
else
{
speed = 400;
// Ridah, tweaked this
if ( dist < 128 ) {
speed *= ( dist / 128 );
}
} //end else
} //end else
//
BotCheckBlocked( ms, hordir, qtrue, &result );
//elemantary action
EA_Move( ms->client, hordir, speed );
VectorCopy( hordir, result.movedir );
//
return result;
} //end of the function BotTravel_WalkOffLedge
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotAirControl( vec3_t origin, vec3_t velocity, vec3_t goal, vec3_t dir, float *speed ) {
vec3_t org, vel;
float dist;
int i;
VectorCopy( origin, org );
VectorScale( velocity, 0.1, vel );
for ( i = 0; i < 50; i++ )
{
vel[2] -= sv_gravity * 0.01;
//if going down and next position would be below the goal
if ( vel[2] < 0 && org[2] + vel[2] < goal[2] ) {
VectorScale( vel, ( goal[2] - org[2] ) / vel[2], vel );
VectorAdd( org, vel, org );
VectorSubtract( goal, org, dir );
dist = VectorNormalize( dir );
if ( dist > 32 ) {
dist = 32;
}
*speed = 400 - ( 400 - 13 * dist );
return qtrue;
} //end if
else
{
VectorAdd( org, vel, org );
} //end else
} //end for
VectorSet( dir, 0, 0, 0 );
*speed = 400;
return qfalse;
} //end of the function BotAirControl
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotFinishTravel_WalkOffLedge( bot_movestate_t *ms, aas_reachability_t *reach ) {
vec3_t dir, hordir, end, v;
float dist, speed;
bot_moveresult_t_cleared( result );
//
VectorSubtract( reach->end, ms->origin, dir );
BotCheckBlocked( ms, dir, qtrue, &result );
//
VectorSubtract( reach->end, ms->origin, v );
v[2] = 0;
dist = VectorNormalize( v );
if ( dist > 16 ) {
VectorMA( reach->end, 16, v, end );
} else { VectorCopy( reach->end, end );}
//
if ( !BotAirControl( ms->origin, ms->velocity, end, hordir, &speed ) ) {
//go straight to the reachability end
VectorCopy( dir, hordir );
hordir[2] = 0;
//
speed = 400;
} //end if
//
// looks better crouching off a ledge
EA_Crouch( ms->client );
EA_Move( ms->client, hordir, speed );
VectorCopy( hordir, result.movedir );
//
return result;
} //end of the function BotFinishTravel_WalkOffLedge
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
/*
bot_moveresult_t BotTravel_Jump(bot_movestate_t *ms, aas_reachability_t *reach)
{
vec3_t hordir;
float dist, gapdist, speed, horspeed, sv_jumpvel;
bot_moveresult_t_cleared( result );
//
sv_jumpvel = botlibglobals.sv_jumpvel->value;
//walk straight to the reachability start
hordir[0] = reach->start[0] - ms->origin[0];
hordir[1] = reach->start[1] - ms->origin[1];
hordir[2] = 0;
dist = VectorNormalize(hordir);
//
speed = 350;
//
gapdist = BotGapDistance(ms, hordir, ms->entitynum);
//if pretty close to the start focus on the reachability end
if (dist < 50 || (gapdist && gapdist < 50))
{
//NOTE: using max speed (400) works best
//if (AAS_HorizontalVelocityForJump(sv_jumpvel, ms->origin, reach->end, &horspeed))
//{
// speed = horspeed * 400 / botlibglobals.sv_maxwalkvelocity->value;
//} //end if
hordir[0] = reach->end[0] - ms->origin[0];
hordir[1] = reach->end[1] - ms->origin[1];
VectorNormalize(hordir);
//elemantary action jump
EA_Jump(ms->client);
//
ms->jumpreach = ms->lastreachnum;
speed = 600;
} //end if
else
{
if (AAS_HorizontalVelocityForJump(sv_jumpvel, reach->start, reach->end, &horspeed))
{
speed = horspeed * 400 / botlibglobals.sv_maxwalkvelocity->value;
} //end if
} //end else
//elemantary action
EA_Move(ms->client, hordir, speed);
VectorCopy(hordir, result.movedir);
//
return result;
} //end of the function BotTravel_Jump*/
/*
bot_moveresult_t BotTravel_Jump(bot_movestate_t *ms, aas_reachability_t *reach)
{
vec3_t hordir, dir1, dir2, mins, maxs, start, end;
int gapdist;
float dist1, dist2, speed;
bot_moveresult_t_cleared( result );
bsp_trace_t trace;
//
hordir[0] = reach->start[0] - reach->end[0];
hordir[1] = reach->start[1] - reach->end[1];
hordir[2] = 0;
VectorNormalize(hordir);
//
VectorCopy(reach->start, start);
start[2] += 1;
//minus back the bouding box size plus 16
VectorMA(reach->start, 80, hordir, end);
//
AAS_PresenceTypeBoundingBox(PRESENCE_NORMAL, mins, maxs);
//check for solids
trace = AAS_Trace(start, mins, maxs, end, ms->entitynum, MASK_PLAYERSOLID);
if (trace.startsolid) VectorCopy(start, trace.endpos);
//check for a gap
for (gapdist = 0; gapdist < 80; gapdist += 10)
{
VectorMA(start, gapdist+10, hordir, end);
end[2] += 1;
if (AAS_PointAreaNum(end) != ms->reachareanum) break;
} //end for
if (gapdist < 80) VectorMA(reach->start, gapdist, hordir, trace.endpos);
// dist1 = BotGapDistance(start, hordir, ms->entitynum);
// if (dist1 && dist1 <= trace.fraction * 80) VectorMA(reach->start, dist1-20, hordir, trace.endpos);
//
VectorSubtract(ms->origin, reach->start, dir1);
dir1[2] = 0;
dist1 = VectorNormalize(dir1);
VectorSubtract(ms->origin, trace.endpos, dir2);
dir2[2] = 0;
dist2 = VectorNormalize(dir2);
//if just before the reachability start
if (DotProduct(dir1, dir2) < -0.8 || dist2 < 5)
{
//botimport.Print(PRT_MESSAGE, "between jump start and run to point\n");
hordir[0] = reach->end[0] - ms->origin[0];
hordir[1] = reach->end[1] - ms->origin[1];
hordir[2] = 0;
VectorNormalize(hordir);
//elemantary action jump
if (dist1 < 24) EA_Jump(ms->client);
else if (dist1 < 32) EA_DelayedJump(ms->client);
EA_Move(ms->client, hordir, 600);
//
ms->jumpreach = ms->lastreachnum;
} //end if
else
{
//botimport.Print(PRT_MESSAGE, "going towards run to point\n");
hordir[0] = trace.endpos[0] - ms->origin[0];
hordir[1] = trace.endpos[1] - ms->origin[1];
hordir[2] = 0;
VectorNormalize(hordir);
//
if (dist2 > 80) dist2 = 80;
speed = 400 - (400 - 5 * dist2);
EA_Move(ms->client, hordir, speed);
} //end else
VectorCopy(hordir, result.movedir);
//
return result;
} //end of the function BotTravel_Jump*/
//*
bot_moveresult_t BotTravel_Jump( bot_movestate_t *ms, aas_reachability_t *reach ) {
vec3_t hordir, dir1, dir2, start, end, runstart;
// vec3_t runstart, dir1, dir2, hordir;
int gapdist;
float dist1, dist2, speed;
bot_moveresult_t_cleared( result );
//
AAS_JumpReachRunStart( reach, runstart );
//*
hordir[0] = runstart[0] - reach->start[0];
hordir[1] = runstart[1] - reach->start[1];
hordir[2] = 0;
VectorNormalize( hordir );
//
VectorCopy( reach->start, start );
start[2] += 1;
VectorMA( reach->start, 80, hordir, runstart );
//check for a gap
for (gapdist = 0; gapdist < 80; gapdist += 10)
{
VectorMA(start, gapdist+10, hordir, end);
end[2] += 1;
if ( AAS_PointAreaNum( end ) != ms->reachareanum ) {
break;
}
} //end for
if ( gapdist < 80 ) {
VectorMA( reach->start, gapdist, hordir, runstart );
}
//
VectorSubtract( ms->origin, reach->start, dir1 );
dir1[2] = 0;
dist1 = VectorNormalize( dir1 );
VectorSubtract( ms->origin, runstart, dir2 );
dir2[2] = 0;
dist2 = VectorNormalize( dir2 );
//if just before the reachability start
if ( DotProduct( dir1, dir2 ) < -0.8 || dist2 < 5 ) {
// botimport.Print(PRT_MESSAGE, "between jump start and run start point\n");
hordir[0] = reach->end[0] - ms->origin[0];
hordir[1] = reach->end[1] - ms->origin[1];
hordir[2] = 0;
VectorNormalize( hordir );
//elemantary action jump
if ( dist1 < 24 ) {
EA_Jump( ms->client );
} else if ( dist1 < 32 ) {
EA_DelayedJump( ms->client );
}
EA_Move( ms->client, hordir, 600 );
//
ms->jumpreach = ms->lastreachnum;
} //end if
else
{
// botimport.Print(PRT_MESSAGE, "going towards run start point\n");
hordir[0] = runstart[0] - ms->origin[0];
hordir[1] = runstart[1] - ms->origin[1];
hordir[2] = 0;
VectorNormalize( hordir );
//
if ( dist2 > 80 ) {
dist2 = 80;
}
speed = 400 - ( 400 - 5 * dist2 );
EA_Move( ms->client, hordir, speed );
} //end else
VectorCopy( hordir, result.movedir );
//
return result;
} //end of the function BotTravel_Jump*/
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotFinishTravel_Jump( bot_movestate_t *ms, aas_reachability_t *reach ) {
vec3_t hordir, hordir2;
float speed, dist;
bot_moveresult_t_cleared( result );
//if not jumped yet
if ( !ms->jumpreach ) {
return result;
}
//go straight to the reachability end
hordir[0] = reach->end[0] - ms->origin[0];
hordir[1] = reach->end[1] - ms->origin[1];
hordir[2] = 0;
dist = VectorNormalize( hordir );
//
hordir2[0] = reach->end[0] - reach->start[0];
hordir2[1] = reach->end[1] - reach->start[1];
hordir2[2] = 0;
VectorNormalize( hordir2 );
//
if ( DotProduct( hordir, hordir2 ) < -0.5 && dist < 24 ) {
return result;
}
//always use max speed when traveling through the air
speed = 800;
//
EA_Move( ms->client, hordir, speed );
VectorCopy( hordir, result.movedir );
//
return result;
} //end of the function BotFinishTravel_Jump
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_Ladder( bot_movestate_t *ms, aas_reachability_t *reach ) {
//float dist, speed;
vec3_t dir, viewdir, hordir, pos;
vec3_t origin = {0, 0, 0};
// vec3_t up = {0, 0, 1};
bot_moveresult_t_cleared( result );
float dist, speed;
// RF, heavily modified, wolf has different ladder movement
//
if ( ( ms->moveflags & MFL_AGAINSTLADDER )
//NOTE: not a good idea for ladders starting in water
|| !( ms->moveflags & MFL_ONGROUND ) ) {
//botimport.Print(PRT_MESSAGE, "against ladder or not on ground\n");
// RF, wolf has different ladder movement
VectorSubtract( reach->end, reach->start, dir );
VectorNormalize( dir );
//set the ideal view angles, facing the ladder up or down
viewdir[0] = dir[0];
viewdir[1] = dir[1];
viewdir[2] = dir[2];
if ( dir[2] < 0 ) { // going down, so face the other way (towards ladder)
VectorInverse( viewdir );
} else {
viewdir[2] = 0; // straight forward goes up
}
Vector2Angles( viewdir, result.ideal_viewangles );
//elemantary action
EA_Move( ms->client, origin, 0 );
EA_MoveForward( ms->client );
//set movement view flag so the AI can see the view is focussed
result.flags |= MOVERESULT_MOVEMENTVIEW;
} //end if
else
{
//botimport.Print(PRT_MESSAGE, "moving towards ladder base\n");
// find a postion back away from the base of the ladder
VectorSubtract( reach->end, reach->start, hordir );
hordir[2] = 0;
VectorNormalize( hordir );
VectorMA( reach->start, -24, hordir, pos );
VectorSubtract( pos, ms->origin, dir );
//make sure the horizontal movement is large enough
VectorCopy( dir, hordir );
hordir[2] = 0;
dist = VectorNormalize( hordir );
if ( dist < 32 ) { // within range, go for the end
//botimport.Print(PRT_MESSAGE, "found base, moving towards ladder top\n");
VectorSubtract( reach->end, ms->origin, dir );
//make sure the horizontal movement is large enough
VectorCopy( dir, hordir );
hordir[2] = 0;
dist = VectorNormalize( hordir );
}
//
dir[0] = hordir[0];
dir[1] = hordir[1];
// if (dist < 48) {
// if (dir[2] > 0) dir[2] = 1;
// else dir[2] = -1;
// } else {
dir[2] = 0;
// }
if ( dist > 50 ) {
dist = 50;
}
speed = 400 - ( 200 - 4 * dist );
EA_Move( ms->client, dir, speed );
} //end else
//save the movement direction
VectorCopy( dir, result.movedir );
//
return result;
} //end of the function BotTravel_Ladder
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_Teleport( bot_movestate_t *ms, aas_reachability_t *reach ) {
vec3_t hordir;
float dist;
bot_moveresult_t_cleared( result );
//if the bot is being teleported
if ( ms->moveflags & MFL_TELEPORTED ) {
return result;
}
//walk straight to center of the teleporter
VectorSubtract( reach->start, ms->origin, hordir );
if ( !( ms->moveflags & MFL_SWIMMING ) ) {
hordir[2] = 0;
}
dist = VectorNormalize( hordir );
//
BotCheckBlocked( ms, hordir, qtrue, &result );
if ( dist < 30 ) {
EA_Move( ms->client, hordir, 200 );
} else { EA_Move( ms->client, hordir, 400 );}
if ( ms->moveflags & MFL_SWIMMING ) {
result.flags |= MOVERESULT_SWIMVIEW;
}
VectorCopy( hordir, result.movedir );
return result;
} //end of the function BotTravel_Teleport
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_Elevator( bot_movestate_t *ms, aas_reachability_t *reach ) {
vec3_t dir, dir1, dir2, hordir, bottomcenter;
float dist, dist1, dist2, speed;
bot_moveresult_t_cleared( result );
//if standing on the plat
if ( BotOnMover( ms->origin, ms->entitynum, reach ) ) {
#ifdef DEBUG_ELEVATOR
botimport.Print( PRT_MESSAGE, "bot on elevator\n" );
#endif //DEBUG_ELEVATOR
//if vertically not too far from the end point
if ( fabs( ms->origin[2] - reach->end[2] ) < sv_maxbarrier ) {
#ifdef DEBUG_ELEVATOR
botimport.Print( PRT_MESSAGE, "bot moving to end\n" );
#endif //DEBUG_ELEVATOR
//move to the end point
VectorSubtract( reach->end, ms->origin, hordir );
hordir[2] = 0;
VectorNormalize( hordir );
if ( !BotCheckBarrierJump( ms, hordir, 100 ) ) {
EA_Move( ms->client, hordir, 400 );
} //end if
VectorCopy( hordir, result.movedir );
} //end else
//if not really close to the center of the elevator
else
{
MoverBottomCenter( reach, bottomcenter );
VectorSubtract( bottomcenter, ms->origin, hordir );
hordir[2] = 0;
dist = VectorNormalize( hordir );
//
if ( dist > 10 ) {
#ifdef DEBUG_ELEVATOR
botimport.Print( PRT_MESSAGE, "bot moving to center\n" );
#endif //DEBUG_ELEVATOR
//move to the center of the plat
if ( dist > 100 ) {
dist = 100;
}
speed = 400 - ( 400 - 4 * dist );
//
EA_Move( ms->client, hordir, speed );
VectorCopy( hordir, result.movedir );
} //end if
} //end else
} //end if
else
{
#ifdef DEBUG_ELEVATOR
botimport.Print( PRT_MESSAGE, "bot not on elevator\n" );
#endif //DEBUG_ELEVATOR
//if very near the reachability end
VectorSubtract( reach->end, ms->origin, dir );
dist = VectorLength( dir );
if ( dist < 64 ) {
if ( dist > 60 ) {
dist = 60;
}
speed = 360 - ( 360 - 6 * dist );
//
if ( ( ms->moveflags & MFL_SWIMMING ) || !BotCheckBarrierJump( ms, dir, 50 ) ) {
if ( speed > 5 ) {
EA_Move( ms->client, dir, speed );
}
} //end if
VectorCopy( dir, result.movedir );
//
if ( ms->moveflags & MFL_SWIMMING ) {
result.flags |= MOVERESULT_SWIMVIEW;
}
//stop using this reachability
ms->reachability_time = 0;
return result;
} //end if
//get direction and distance to reachability start
VectorSubtract( reach->start, ms->origin, dir1 );
if ( !( ms->moveflags & MFL_SWIMMING ) ) {
dir1[2] = 0;
}
dist1 = VectorNormalize( dir1 );
//if the elevator isn't down
if ( !MoverDown( reach ) ) {
#ifdef DEBUG_ELEVATOR
botimport.Print( PRT_MESSAGE, "elevator not down\n" );
#endif //DEBUG_ELEVATOR
dist = dist1;
VectorCopy( dir1, dir );
//
BotCheckBlocked( ms, dir, qfalse, &result );
//
if ( dist > 60 ) {
dist = 60;
}
speed = 360 - ( 360 - 6 * dist );
//
if ( !( ms->moveflags & MFL_SWIMMING ) && !BotCheckBarrierJump( ms, dir, 50 ) ) {
if ( speed > 5 ) {
EA_Move( ms->client, dir, speed );
}
} //end if
VectorCopy( dir, result.movedir );
//
if ( ms->moveflags & MFL_SWIMMING ) {
result.flags |= MOVERESULT_SWIMVIEW;
}
//this isn't a failure... just wait till the elevator comes down
//result.failure = qtrue;
result.type = RESULTTYPE_ELEVATORUP;
result.flags |= MOVERESULT_WAITING;
return result;
} //end if
//get direction and distance to elevator bottom center
MoverBottomCenter( reach, bottomcenter );
VectorSubtract( bottomcenter, ms->origin, dir2 );
if ( !( ms->moveflags & MFL_SWIMMING ) ) {
dir2[2] = 0;
}
dist2 = VectorNormalize( dir2 );
//if very close to the reachability start or
//closer to the elevator center or
//between reachability start and elevator center
if ( dist1 < 20 || dist2 < dist1 || DotProduct( dir1, dir2 ) < 0 ) {
#ifdef DEBUG_ELEVATOR
botimport.Print( PRT_MESSAGE, "bot moving to center\n" );
#endif //DEBUG_ELEVATOR
dist = dist2;
VectorCopy( dir2, dir );
} //end if
else //closer to the reachability start
{
#ifdef DEBUG_ELEVATOR
botimport.Print( PRT_MESSAGE, "bot moving to start\n" );
#endif //DEBUG_ELEVATOR
dist = dist1;
VectorCopy( dir1, dir );
} //end else
//
BotCheckBlocked( ms, dir, qfalse, &result );
//
if ( dist > 60 ) {
dist = 60;
}
speed = 400 - ( 400 - 6 * dist );
//
if ( !( ms->moveflags & MFL_SWIMMING ) && !BotCheckBarrierJump( ms, dir, 50 ) ) {
EA_Move( ms->client, dir, speed );
} //end if
VectorCopy( dir, result.movedir );
//
if ( ms->moveflags & MFL_SWIMMING ) {
result.flags |= MOVERESULT_SWIMVIEW;
}
} //end else
return result;
} //end of the function BotTravel_Elevator
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotFinishTravel_Elevator( bot_movestate_t *ms, aas_reachability_t *reach ) {
vec3_t bottomcenter, bottomdir, topdir;
bot_moveresult_t_cleared( result );
//
MoverBottomCenter( reach, bottomcenter );
VectorSubtract( bottomcenter, ms->origin, bottomdir );
//
VectorSubtract( reach->end, ms->origin, topdir );
//
if ( fabs( bottomdir[2] ) < fabs( topdir[2] ) ) {
VectorNormalize( bottomdir );
EA_Move( ms->client, bottomdir, 300 );
} //end if
else
{
VectorNormalize( topdir );
EA_Move( ms->client, topdir, 300 );
} //end else
return result;
} //end of the function BotFinishTravel_Elevator
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void BotFuncBobStartEnd( aas_reachability_t *reach, vec3_t start, vec3_t end, vec3_t origin ) {
int spawnflags, modelnum;
vec3_t mins, maxs, mid, angles = {0, 0, 0};
int num0, num1;
modelnum = reach->facenum & 0x0000FFFF;
if ( !AAS_OriginOfEntityWithModelNum( modelnum, origin ) ) {
botimport.Print( PRT_MESSAGE, "BotFuncBobStartEnd: no entity with model %d\n", modelnum );
VectorSet( start, 0, 0, 0 );
VectorSet( end, 0, 0, 0 );
return;
} //end if
AAS_BSPModelMinsMaxsOrigin( modelnum, angles, mins, maxs, NULL );
VectorAdd( mins, maxs, mid );
VectorScale( mid, 0.5, mid );
VectorCopy( mid, start );
VectorCopy( mid, end );
spawnflags = reach->facenum >> 16;
num0 = reach->edgenum >> 16;
if ( num0 > 0x00007FFF ) {
num0 |= 0xFFFF0000;
}
num1 = reach->edgenum & 0x0000FFFF;
if ( num1 > 0x00007FFF ) {
num1 |= 0xFFFF0000;
}
if ( spawnflags & 1 ) {
start[0] = num0;
end[0] = num1;
//
origin[0] += mid[0];
origin[1] = mid[1];
origin[2] = mid[2];
} //end if
else if ( spawnflags & 2 ) {
start[1] = num0;
end[1] = num1;
//
origin[0] = mid[0];
origin[1] += mid[1];
origin[2] = mid[2];
} //end else if
else
{
start[2] = num0;
end[2] = num1;
//
origin[0] = mid[0];
origin[1] = mid[1];
origin[2] += mid[2];
} //end else
} //end of the function BotFuncBobStartEnd
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_FuncBobbing( bot_movestate_t *ms, aas_reachability_t *reach ) {
vec3_t dir, dir1, dir2, hordir, bottomcenter, bob_start, bob_end, bob_origin;
float dist, dist1, dist2, speed;
bot_moveresult_t_cleared( result );
//
BotFuncBobStartEnd( reach, bob_start, bob_end, bob_origin );
//if standing ontop of the func_bobbing
if ( BotOnMover( ms->origin, ms->entitynum, reach ) ) {
#ifdef DEBUG_FUNCBOB
botimport.Print( PRT_MESSAGE, "bot on func_bobbing\n" );
#endif
//if near end point of reachability
VectorSubtract( bob_origin, bob_end, dir );
if ( VectorLength( dir ) < 24 ) {
#ifdef DEBUG_FUNCBOB
botimport.Print( PRT_MESSAGE, "bot moving to reachability end\n" );
#endif
//move to the end point
VectorSubtract( reach->end, ms->origin, hordir );
hordir[2] = 0;
VectorNormalize( hordir );
if ( !BotCheckBarrierJump( ms, hordir, 100 ) ) {
EA_Move( ms->client, hordir, 400 );
} //end if
VectorCopy( hordir, result.movedir );
} //end else
//if not really close to the center of the elevator
else
{
MoverBottomCenter( reach, bottomcenter );
VectorSubtract( bottomcenter, ms->origin, hordir );
hordir[2] = 0;
dist = VectorNormalize( hordir );
//
if ( dist > 10 ) {
#ifdef DEBUG_FUNCBOB
botimport.Print( PRT_MESSAGE, "bot moving to func_bobbing center\n" );
#endif
//move to the center of the plat
if ( dist > 100 ) {
dist = 100;
}
speed = 400 - ( 400 - 4 * dist );
//
EA_Move( ms->client, hordir, speed );
VectorCopy( hordir, result.movedir );
} //end if
} //end else
} //end if
else
{
#ifdef DEBUG_FUNCBOB
botimport.Print( PRT_MESSAGE, "bot not ontop of func_bobbing\n" );
#endif
//if very near the reachability end
VectorSubtract( reach->end, ms->origin, dir );
dist = VectorLength( dir );
if ( dist < 64 ) {
#ifdef DEBUG_FUNCBOB
botimport.Print( PRT_MESSAGE, "bot moving to end\n" );
#endif
if ( dist > 60 ) {
dist = 60;
}
speed = 360 - ( 360 - 6 * dist );
//if swimming or no barrier jump
if ( ( ms->moveflags & MFL_SWIMMING ) || !BotCheckBarrierJump( ms, dir, 50 ) ) {
if ( speed > 5 ) {
EA_Move( ms->client, dir, speed );
}
} //end if
VectorCopy( dir, result.movedir );
//
if ( ms->moveflags & MFL_SWIMMING ) {
result.flags |= MOVERESULT_SWIMVIEW;
}
//stop using this reachability
ms->reachability_time = 0;
return result;
} //end if
//get direction and distance to reachability start
VectorSubtract( reach->start, ms->origin, dir1 );
if ( !( ms->moveflags & MFL_SWIMMING ) ) {
dir1[2] = 0;
}
dist1 = VectorNormalize( dir1 );
//if func_bobbing is Not its start position
VectorSubtract( bob_origin, bob_start, dir );
if ( VectorLength( dir ) > 16 ) {
#ifdef DEBUG_FUNCBOB
botimport.Print( PRT_MESSAGE, "func_bobbing not at start\n" );
#endif
dist = dist1;
VectorCopy( dir1, dir );
//
BotCheckBlocked( ms, dir, qfalse, &result );
//
if ( dist > 60 ) {
dist = 60;
}
speed = 360 - ( 360 - 6 * dist );
//
if ( !( ms->moveflags & MFL_SWIMMING ) && !BotCheckBarrierJump( ms, dir, 50 ) ) {
if ( speed > 5 ) {
EA_Move( ms->client, dir, speed );
}
} //end if
VectorCopy( dir, result.movedir );
//
if ( ms->moveflags & MFL_SWIMMING ) {
result.flags |= MOVERESULT_SWIMVIEW;
}
//this isn't a failure... just wait till the func_bobbing arrives
result.type = RESULTTYPE_ELEVATORUP;
result.flags |= MOVERESULT_WAITING;
return result;
} //end if
//get direction and distance to func_bob bottom center
MoverBottomCenter( reach, bottomcenter );
VectorSubtract( bottomcenter, ms->origin, dir2 );
if ( !( ms->moveflags & MFL_SWIMMING ) ) {
dir2[2] = 0;
}
dist2 = VectorNormalize( dir2 );
//if very close to the reachability start or
//closer to the elevator center or
//between reachability start and func_bobbing center
if ( dist1 < 20 || dist2 < dist1 || DotProduct( dir1, dir2 ) < 0 ) {
#ifdef DEBUG_FUNCBOB
botimport.Print( PRT_MESSAGE, "bot moving to func_bobbing center\n" );
#endif
dist = dist2;
VectorCopy( dir2, dir );
} //end if
else //closer to the reachability start
{
#ifdef DEBUG_FUNCBOB
botimport.Print( PRT_MESSAGE, "bot moving to reachability start\n" );
#endif
dist = dist1;
VectorCopy( dir1, dir );
} //end else
//
BotCheckBlocked( ms, dir, qfalse, &result );
//
if ( dist > 60 ) {
dist = 60;
}
speed = 400 - ( 400 - 6 * dist );
//
if ( !( ms->moveflags & MFL_SWIMMING ) && !BotCheckBarrierJump( ms, dir, 50 ) ) {
EA_Move( ms->client, dir, speed );
} //end if
VectorCopy( dir, result.movedir );
//
if ( ms->moveflags & MFL_SWIMMING ) {
result.flags |= MOVERESULT_SWIMVIEW;
}
} //end else
return result;
} //end of the function BotTravel_FuncBobbing
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotFinishTravel_FuncBobbing( bot_movestate_t *ms, aas_reachability_t *reach ) {
vec3_t bob_origin, bob_start, bob_end, dir, hordir, bottomcenter;
bot_moveresult_t_cleared( result );
float dist, speed;
//
BotFuncBobStartEnd( reach, bob_start, bob_end, bob_origin );
//
VectorSubtract( bob_origin, bob_end, dir );
dist = VectorLength( dir );
//if the func_bobbing is near the end
if ( dist < 16 ) {
VectorSubtract( reach->end, ms->origin, hordir );
if ( !( ms->moveflags & MFL_SWIMMING ) ) {
hordir[2] = 0;
}
dist = VectorNormalize( hordir );
//
if ( dist > 60 ) {
dist = 60;
}
speed = 360 - ( 360 - 6 * dist );
//
if ( speed > 5 ) {
EA_Move( ms->client, dir, speed );
}
VectorCopy( dir, result.movedir );
//
if ( ms->moveflags & MFL_SWIMMING ) {
result.flags |= MOVERESULT_SWIMVIEW;
}
} //end if
else
{
MoverBottomCenter( reach, bottomcenter );
VectorSubtract( bottomcenter, ms->origin, hordir );
if ( !( ms->moveflags & MFL_SWIMMING ) ) {
hordir[2] = 0;
}
dist = VectorNormalize( hordir );
//
if ( dist > 5 ) {
//move to the center of the plat
if ( dist > 100 ) {
dist = 100;
}
speed = 400 - ( 400 - 4 * dist );
//
EA_Move( ms->client, hordir, speed );
VectorCopy( hordir, result.movedir );
} //end if
} //end else
return result;
} //end of the function BotFinishTravel_FuncBobbing
//===========================================================================
// 0 no valid grapple hook visible
// 1 the grapple hook is still flying
// 2 the grapple hooked into a wall
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
/*
int GrappleState(bot_movestate_t *ms, aas_reachability_t *reach)
{
static int grapplemodelindex;
int i;
vec3_t dir;
aas_entityinfo_t entinfo;
if (!grapplemodelindex)
{
grapplemodelindex = AAS_IndexFromModel("models/weapons/grapple/hook/tris.md2");
} //end if
for (i = AAS_NextEntity(0); i; i = AAS_NextEntity(i))
{
if (AAS_EntityModelindex(i) == grapplemodelindex)
{
AAS_EntityInfo(i, &entinfo);
if (VectorCompare(entinfo.origin, entinfo.old_origin))
{
VectorSubtract(entinfo.origin, reach->end, dir);
//if hooked near the reachability end
if (VectorLength(dir) < 32) return 2;
} //end if
else
{
//still shooting hook
return 1;
} //end else
} //end if
} //end if
//no valid grapple at all
return 0;
} //end of the function GrappleState*/
//===========================================================================
// 0 no valid grapple hook visible
// 1 the grapple hook is still flying
// 2 the grapple hooked into a wall
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int GrappleState( bot_movestate_t *ms, aas_reachability_t *reach ) {
static int grapplemodelindex;
static libvar_t *laserhook;
int i;
vec3_t dir;
aas_entityinfo_t entinfo;
if ( !laserhook ) {
laserhook = LibVar( "laserhook", "0" );
}
if ( !laserhook->value && !grapplemodelindex ) {
grapplemodelindex = AAS_IndexFromModel( "models/weapons/grapple/hook/tris.md2" );
} //end if
for ( i = AAS_NextEntity( 0 ); i; i = AAS_NextEntity( i ) )
{
if ( ( !laserhook->value && AAS_EntityModelindex( i ) == grapplemodelindex )
// || (laserhook->value && (AAS_EntityRenderFX(i) & RF_BEAM))
) {
AAS_EntityInfo( i, &entinfo );
//if the origin is equal to the last visible origin
if ( VectorCompare( entinfo.origin, entinfo.lastvisorigin ) ) {
VectorSubtract( entinfo.origin, reach->end, dir );
//if hooked near the reachability end
if ( VectorLength( dir ) < 32 ) {
return 2;
}
} //end if
else
{
//still shooting hook
return 1;
} //end else
} //end if
} //end for
//no valid grapple at all
return 0;
} //end of the function GrappleState
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void BotResetGrapple( bot_movestate_t *ms ) {
aas_reachability_t reach;
AAS_ReachabilityFromNum( ms->lastreachnum, &reach );
//if not using the grapple hook reachability anymore
if ( reach.traveltype != TRAVEL_GRAPPLEHOOK ) {
if ( ( ms->moveflags & MFL_ACTIVEGRAPPLE ) || ms->grapplevisible_time ) {
EA_Command( ms->client, CMD_HOOKOFF );
ms->moveflags &= ~MFL_ACTIVEGRAPPLE;
ms->grapplevisible_time = 0;
#ifdef DEBUG_GRAPPLE
botimport.Print( PRT_MESSAGE, "reset grapple\n" );
#endif //DEBUG_GRAPPLE
} //end if
} //end if
} //end of the function BotResetGrapple
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_Grapple( bot_movestate_t *ms, aas_reachability_t *reach ) {
bot_moveresult_t_cleared( result );
float dist, speed;
vec3_t dir, viewdir, org;
int state, areanum;
#ifdef DEBUG_GRAPPLE
static int debugline;
if ( !debugline ) {
debugline = botimport.DebugLineCreate();
}
botimport.DebugLineShow( debugline, reach->start, reach->end, LINECOLOR_BLUE );
#endif //DEBUG_GRAPPLE
//
if ( ms->moveflags & MFL_GRAPPLERESET ) {
EA_Command( ms->client, CMD_HOOKOFF );
ms->moveflags &= ~MFL_ACTIVEGRAPPLE;
return result;
} //end if
//
if ( ms->moveflags & MFL_ACTIVEGRAPPLE ) {
#ifdef DEBUG_GRAPPLE
botimport.Print( PRT_MESSAGE, "BotTravel_Grapple: active grapple\n" );
#endif //DEBUG_GRAPPLE
//
state = GrappleState( ms, reach );
//
VectorSubtract( reach->end, ms->origin, dir );
dir[2] = 0;
dist = VectorLength( dir );
//if very close to the grapple end or
//the grappled is hooked and the bot doesn't get any closer
if ( state && dist < 48 ) {
if ( ms->lastgrappledist - dist < 1 ) {
EA_Command( ms->client, CMD_HOOKOFF );
ms->moveflags &= ~MFL_ACTIVEGRAPPLE;
ms->moveflags |= MFL_GRAPPLERESET;
ms->reachability_time = 0; //end the reachability
#ifdef DEBUG_GRAPPLE
botimport.Print( PRT_ERROR, "grapple normal end\n" );
#endif //DEBUG_GRAPPLE
} //end if
} //end if
//if no valid grapple at all, or the grapple hooked and the bot
//isn't moving anymore
else if ( !state || ( state == 2 && dist > ms->lastgrappledist - 2 ) ) {
if ( ms->grapplevisible_time < AAS_Time() - 0.4 ) {
#ifdef DEBUG_GRAPPLE
botimport.Print( PRT_ERROR, "grapple not visible\n" );
#endif //DEBUG_GRAPPLE
EA_Command( ms->client, CMD_HOOKOFF );
ms->moveflags &= ~MFL_ACTIVEGRAPPLE;
ms->moveflags |= MFL_GRAPPLERESET;
ms->reachability_time = 0; //end the reachability
//result.failure = qtrue;
//result.type = RESULTTYPE_INVISIBLEGRAPPLE;
return result;
} //end if
} //end if
else
{
ms->grapplevisible_time = AAS_Time();
} //end else
//remember the current grapple distance
ms->lastgrappledist = dist;
} //end if
else
{
#ifdef DEBUG_GRAPPLE
botimport.Print( PRT_MESSAGE, "BotTravel_Grapple: inactive grapple\n" );
#endif //DEBUG_GRAPPLE
//
ms->grapplevisible_time = AAS_Time();
//
VectorSubtract( reach->start, ms->origin, dir );
if ( !( ms->moveflags & MFL_SWIMMING ) ) {
dir[2] = 0;
}
VectorAdd( ms->origin, ms->viewoffset, org );
VectorSubtract( reach->end, org, viewdir );
//
dist = VectorNormalize( dir );
Vector2Angles( viewdir, result.ideal_viewangles );
result.flags |= MOVERESULT_MOVEMENTVIEW;
//
if ( dist < 5 &&
fabs( AngleDiff( result.ideal_viewangles[0], ms->viewangles[0] ) ) < 2 &&
fabs( AngleDiff( result.ideal_viewangles[1], ms->viewangles[1] ) ) < 2 ) {
#ifdef DEBUG_GRAPPLE
botimport.Print( PRT_MESSAGE, "BotTravel_Grapple: activating grapple\n" );
#endif //DEBUG_GRAPPLE
EA_Command( ms->client, CMD_HOOKON );
ms->moveflags |= MFL_ACTIVEGRAPPLE;
ms->lastgrappledist = 999999;
} //end if
else
{
if ( dist < 70 ) {
speed = 300 - ( 300 - 4 * dist );
} else { speed = 400;}
//
BotCheckBlocked( ms, dir, qtrue, &result );
//elemantary action move in direction
EA_Move( ms->client, dir, speed );
VectorCopy( dir, result.movedir );
} //end else
//if in another area before actually grappling
areanum = AAS_PointAreaNum( ms->origin );
if ( areanum && areanum != ms->reachareanum ) {
ms->reachability_time = 0;
}
} //end else
return result;
} //end of the function BotTravel_Grapple
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_RocketJump( bot_movestate_t *ms, aas_reachability_t *reach ) {
vec3_t hordir;
float dist, speed;
bot_moveresult_t_cleared( result );
//botimport.Print(PRT_MESSAGE, "BotTravel_RocketJump: bah\n");
//
hordir[0] = reach->start[0] - ms->origin[0];
hordir[1] = reach->start[1] - ms->origin[1];
hordir[2] = 0;
//
dist = VectorNormalize( hordir );
//
if ( dist < 5 ) {
// botimport.Print(PRT_MESSAGE, "between jump start and run start point\n");
hordir[0] = reach->end[0] - ms->origin[0];
hordir[1] = reach->end[1] - ms->origin[1];
hordir[2] = 0;
VectorNormalize( hordir );
//elemantary action jump
EA_Jump( ms->client );
EA_Attack( ms->client );
EA_Move( ms->client, hordir, 800 );
//
ms->jumpreach = ms->lastreachnum;
} //end if
else
{
if ( dist > 80 ) {
dist = 80;
}
speed = 400 - ( 400 - 5 * dist );
EA_Move( ms->client, hordir, speed );
} //end else
//
/*
vec3_t hordir, dir1, dir2, start, end, runstart;
float dist1, dist2, speed;
bot_moveresult_t_cleared( result );
botimport.Print(PRT_MESSAGE, "BotTravel_RocketJump: bah\n");
AAS_JumpReachRunStart(reach, runstart);
//
hordir[0] = runstart[0] - reach->start[0];
hordir[1] = runstart[1] - reach->start[1];
hordir[2] = 0;
VectorNormalize(hordir);
//
VectorCopy(reach->start, start);
start[2] += 1;
VectorMA(reach->start, 80, hordir, runstart);
//check for a gap
for (dist1 = 0; dist1 < 80; dist1 += 10)
{
VectorMA(start, dist1+10, hordir, end);
end[2] += 1;
if (AAS_PointAreaNum(end) != ms->reachareanum) break;
} //end for
if (dist1 < 80) VectorMA(reach->start, dist1, hordir, runstart);
//
VectorSubtract(ms->origin, reach->start, dir1);
dir1[2] = 0;
dist1 = VectorNormalize(dir1);
VectorSubtract(ms->origin, runstart, dir2);
dir2[2] = 0;
dist2 = VectorNormalize(dir2);
//if just before the reachability start
if (DotProduct(dir1, dir2) < -0.8 || dist2 < 5)
{
// botimport.Print(PRT_MESSAGE, "between jump start and run start point\n");
hordir[0] = reach->end[0] - ms->origin[0];
hordir[1] = reach->end[1] - ms->origin[1];
hordir[2] = 0;
VectorNormalize(hordir);
//elemantary action jump
if (dist1 < 24) EA_Jump(ms->client);
else if (dist1 < 32) EA_DelayedJump(ms->client);
EA_Attack(ms->client);
EA_Move(ms->client, hordir, 800);
//
ms->jumpreach = ms->lastreachnum;
} //end if
else
{
// botimport.Print(PRT_MESSAGE, "going towards run start point\n");
hordir[0] = runstart[0] - ms->origin[0];
hordir[1] = runstart[1] - ms->origin[1];
hordir[2] = 0;
VectorNormalize(hordir);
//
if (dist2 > 80) dist2 = 80;
speed = 400 - (400 - 5 * dist2);
EA_Move(ms->client, hordir, speed);
} //end else
*/
//look in the movement direction
Vector2Angles( hordir, result.ideal_viewangles );
//look straight down
result.ideal_viewangles[PITCH] = 90;
//set the view angles directly
EA_View( ms->client, result.ideal_viewangles );
//view is important for the movment
result.flags |= MOVERESULT_MOVEMENTVIEWSET;
//select the rocket launcher
EA_SelectWeapon( ms->client, WEAPONINDEX_ROCKET_LAUNCHER );
//weapon is used for movement
result.weapon = WEAPONINDEX_ROCKET_LAUNCHER;
result.flags |= MOVERESULT_MOVEMENTWEAPON;
//
VectorCopy( hordir, result.movedir );
//
return result;
} //end of the function BotTravel_RocketJump
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_BFGJump( bot_movestate_t *ms, aas_reachability_t *reach ) {
bot_moveresult_t_cleared( result );
return result;
} //end of the function BotTravel_BFGJump
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotFinishTravel_WeaponJump( bot_movestate_t *ms, aas_reachability_t *reach ) {
vec3_t hordir;
bot_moveresult_t_cleared( result );
//if not jumped yet
if ( !ms->jumpreach ) {
return result;
}
//go straight to the reachability end
hordir[0] = reach->end[0] - ms->origin[0];
hordir[1] = reach->end[1] - ms->origin[1];
hordir[2] = 0;
VectorNormalize( hordir );
//always use max speed when traveling through the air
EA_Move( ms->client, hordir, 800 );
VectorCopy( hordir, result.movedir );
//
return result;
} //end of the function BotFinishTravel_WeaponJump
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_JumpPad( bot_movestate_t *ms, aas_reachability_t *reach ) {
vec3_t hordir;
bot_moveresult_t_cleared( result );
//first walk straight to the reachability start
hordir[0] = reach->start[0] - ms->origin[0];
hordir[1] = reach->start[1] - ms->origin[1];
hordir[2] = 0;
//
BotCheckBlocked( ms, hordir, qtrue, &result );
//elemantary action move in direction
EA_Move( ms->client, hordir, 400 );
VectorCopy( hordir, result.movedir );
//
return result;
} //end of the function BotTravel_JumpPad
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotFinishTravel_JumpPad( bot_movestate_t *ms, aas_reachability_t *reach ) {
float speed;
vec3_t hordir;
bot_moveresult_t_cleared( result );
if ( !BotAirControl( ms->origin, ms->velocity, reach->end, hordir, &speed ) ) {
hordir[0] = reach->end[0] - ms->origin[0];
hordir[1] = reach->end[1] - ms->origin[1];
hordir[2] = 0;
VectorNormalize( hordir );
speed = 400;
} //end if
BotCheckBlocked( ms, hordir, qtrue, &result );
//elemantary action move in direction
EA_Move( ms->client, hordir, speed );
VectorCopy( hordir, result.movedir );
//
return result;
} //end of the function BotFinishTravel_JumpPad
//===========================================================================
// time before the reachability times out
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotReachabilityTime( aas_reachability_t *reach ) {
switch ( reach->traveltype )
{
case TRAVEL_WALK: return 5;
case TRAVEL_CROUCH: return 5;
case TRAVEL_BARRIERJUMP: return 5;
case TRAVEL_LADDER: return 6;
case TRAVEL_WALKOFFLEDGE: return 5;
case TRAVEL_JUMP: return 5;
case TRAVEL_SWIM: return 5;
case TRAVEL_WATERJUMP: return 5;
case TRAVEL_TELEPORT: return 5;
case TRAVEL_ELEVATOR: return 10;
case TRAVEL_GRAPPLEHOOK: return 8;
case TRAVEL_ROCKETJUMP: return 6;
//case TRAVEL_BFGJUMP: return 6;
case TRAVEL_JUMPPAD: return 10;
case TRAVEL_FUNCBOB: return 10;
default:
{
botimport.Print( PRT_ERROR, "travel type %d not implemented yet\n", reach->traveltype );
return 8;
} //end case
} //end switch
} //end of the function BotReachabilityTime
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotMoveInGoalArea( bot_movestate_t *ms, bot_goal_t *goal ) {
bot_moveresult_t_cleared( result );
vec3_t dir;
float dist, speed;
#ifdef DEBUG
//botimport.Print(PRT_MESSAGE, "%s: moving straight to goal\n", ClientName(ms->entitynum-1));
//AAS_ClearShownDebugLines();
//AAS_DebugLine(ms->origin, goal->origin, LINECOLOR_RED);
#endif //DEBUG
//walk straight to the goal origin
dir[0] = goal->origin[0] - ms->origin[0];
dir[1] = goal->origin[1] - ms->origin[1];
if ( ms->moveflags & MFL_SWIMMING ) {
dir[2] = goal->origin[2] - ms->origin[2];
result.traveltype = TRAVEL_SWIM;
} //end if
else
{
dir[2] = 0;
result.traveltype = TRAVEL_WALK;
} //endif
//
dist = VectorNormalize( dir );
if ( dist > 100 || ( goal->flags & GFL_NOSLOWAPPROACH ) ) {
dist = 100;
}
speed = 400 - ( 400 - 4 * dist );
if ( speed < 10 ) {
speed = 0;
}
//
BotCheckBlocked( ms, dir, qtrue, &result );
//elemantary action move in direction
EA_Move( ms->client, dir, speed );
VectorCopy( dir, result.movedir );
//
if ( ms->moveflags & MFL_SWIMMING ) {
Vector2Angles( dir, result.ideal_viewangles );
result.flags |= MOVERESULT_SWIMVIEW;
} //end if
//if (!debugline) debugline = botimport.DebugLineCreate();
//botimport.DebugLineShow(debugline, ms->origin, goal->origin, LINECOLOR_BLUE);
//
ms->lastreachnum = 0;
ms->lastareanum = 0;
ms->lastgoalareanum = goal->areanum;
VectorCopy( ms->origin, ms->lastorigin );
ms->lasttime = AAS_Time();
//
return result;
} //end of the function BotMoveInGoalArea
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_AreaRouteToGoalArea( int areanum, vec3_t origin, int goalareanum, int travelflags, int *traveltime, int *reachnum );
extern float VectorDistance( vec3_t v1, vec3_t v2 );
void BotMoveToGoal( bot_moveresult_t *result, int movestate, bot_goal_t *goal, int travelflags ) {
int reachnum = 0; // TTimo (might be used uninitialized in this function)
int lastreachnum, foundjumppad, ent;
aas_reachability_t reach, lastreach;
bot_movestate_t *ms;
//vec3_t mins, maxs, up = {0, 0, 1};
//bsp_trace_t trace;
//static int debugline;
result->failure = qfalse;
result->type = 0;
result->blocked = qfalse;
result->blockentity = 0;
result->traveltype = 0;
result->flags = 0;
//
ms = BotMoveStateFromHandle( movestate );
if ( !ms ) {
return;
}
//reset the grapple before testing if the bot has a valid goal
//because the bot could lose all its goals when stuck to a wall
BotResetGrapple( ms );
//
if ( !goal ) {
#ifdef DEBUG
botimport.Print( PRT_MESSAGE, "client %d: movetogoal -> no goal\n", ms->client );
#endif //DEBUG
result->failure = qtrue;
return;
} //end if
//botimport.Print(PRT_MESSAGE, "numavoidreach = %d\n", ms->numavoidreach);
//remove some of the move flags
ms->moveflags &= ~( MFL_SWIMMING | MFL_AGAINSTLADDER );
//set some of the move flags
//NOTE: the MFL_ONGROUND flag is also set in the higher AI
if ( AAS_OnGround( ms->origin, ms->presencetype, ms->entitynum ) ) {
ms->moveflags |= MFL_ONGROUND;
}
//
if ( ms->moveflags & MFL_ONGROUND ) {
int modeltype, modelnum;
ent = BotOnTopOfEntity( ms );
if ( ent != -1 ) {
modelnum = AAS_EntityModelindex( ent );
if ( modelnum >= 0 && modelnum < MAX_MODELS ) {
modeltype = modeltypes[modelnum];
if ( modeltype == MODELTYPE_FUNC_PLAT ) {
AAS_ReachabilityFromNum( ms->lastreachnum, &reach );
//if the bot is Not using the elevator
if ( reach.traveltype != TRAVEL_ELEVATOR ||
//NOTE: the face number is the plat model number
( reach.facenum & 0x0000FFFF ) != modelnum ) {
reachnum = AAS_NextModelReachability( 0, modelnum );
if ( reachnum ) {
//botimport.Print(PRT_MESSAGE, "client %d: accidentally ended up on func_plat\n", ms->client);
AAS_ReachabilityFromNum( reachnum, &reach );
ms->lastreachnum = reachnum;
ms->reachability_time = AAS_Time() + BotReachabilityTime( &reach );
} //end if
else
{
if ( botDeveloper ) {
botimport.Print( PRT_MESSAGE, "client %d: on func_plat without reachability\n", ms->client );
} //end if
result->blocked = qtrue;
result->blockentity = ent;
result->flags |= MOVERESULT_ONTOPOFOBSTACLE;
return;
} //end else
} //end if
result->flags |= MOVERESULT_ONTOPOF_ELEVATOR;
} //end if
else if ( modeltype == MODELTYPE_FUNC_BOB ) {
AAS_ReachabilityFromNum( ms->lastreachnum, &reach );
//if the bot is Not using the func bobbing
if ( reach.traveltype != TRAVEL_FUNCBOB ||
//NOTE: the face number is the func_bobbing model number
( reach.facenum & 0x0000FFFF ) != modelnum ) {
reachnum = AAS_NextModelReachability( 0, modelnum );
if ( reachnum ) {
//botimport.Print(PRT_MESSAGE, "client %d: accidentally ended up on func_bobbing\n", ms->client);
AAS_ReachabilityFromNum( reachnum, &reach );
ms->lastreachnum = reachnum;
ms->reachability_time = AAS_Time() + BotReachabilityTime( &reach );
} //end if
else
{
if ( botDeveloper ) {
botimport.Print( PRT_MESSAGE, "client %d: on func_bobbing without reachability\n", ms->client );
} //end if
result->blocked = qtrue;
result->blockentity = ent;
result->flags |= MOVERESULT_ONTOPOFOBSTACLE;
return;
} //end else
} //end if
result->flags |= MOVERESULT_ONTOPOF_FUNCBOB;
} //end if
/* Ridah, disabled this, or standing on little fragments causes problems
else
{
result->blocked = qtrue;
result->blockentity = ent;
result->flags |= MOVERESULT_ONTOPOFOBSTACLE;
return;
} //end else
*/
} //end if
} //end if
} //end if
//if swimming
if ( AAS_Swimming( ms->origin ) ) {
ms->moveflags |= MFL_SWIMMING;
}
//if against a ladder
if ( AAS_AgainstLadder( ms->origin, ms->areanum ) ) {
ms->moveflags |= MFL_AGAINSTLADDER;
}
//if the bot is on the ground, swimming or against a ladder
if ( ms->moveflags & ( MFL_ONGROUND | MFL_SWIMMING | MFL_AGAINSTLADDER ) ) {
//botimport.Print(PRT_MESSAGE, "%s: onground, swimming or against ladder\n", ClientName(ms->entitynum-1));
//
AAS_ReachabilityFromNum( ms->lastreachnum, &lastreach );
//reachability area the bot is in
//ms->areanum = BotReachabilityArea(ms->origin, (lastreach.traveltype != TRAVEL_ELEVATOR));
ms->areanum = BotFuzzyPointReachabilityArea( ms->origin );
//if the bot is in the goal area
if ( ms->areanum == goal->areanum ) {
*result = BotMoveInGoalArea( ms, goal );
return;
} //end if
//assume we can use the reachability from the last frame
reachnum = ms->lastreachnum;
//if there is a last reachability
// Ridah, best calc it each frame, especially for Zombie, which moves so slow that we can't afford to take a long route
// reachnum = 0;
// done.
if ( reachnum ) {
AAS_ReachabilityFromNum( reachnum, &reach );
//check if the reachability is still valid
if ( !( AAS_TravelFlagForType( reach.traveltype ) & travelflags ) ) {
reachnum = 0;
} //end if
//special grapple hook case
else if ( reach.traveltype == TRAVEL_GRAPPLEHOOK ) {
if ( ms->reachability_time < AAS_Time() ||
( ms->moveflags & MFL_GRAPPLERESET ) ) {
reachnum = 0;
} //end if
} //end if
//special elevator case
else if ( reach.traveltype == TRAVEL_ELEVATOR || reach.traveltype == TRAVEL_FUNCBOB ) {
if ( ( result->flags & MOVERESULT_ONTOPOF_ELEVATOR ) ||
( result->flags & MOVERESULT_ONTOPOF_FUNCBOB ) ) {
ms->reachability_time = AAS_Time() + 5;
} //end if
//if the bot was going for an elevator and reached the reachability area
if ( ms->areanum == reach.areanum ||
ms->reachability_time < AAS_Time() ) {
reachnum = 0;
} //end if
} //end if
else
{
#ifdef DEBUG
if ( botDeveloper ) {
if ( ms->reachability_time < AAS_Time() ) {
botimport.Print( PRT_MESSAGE, "client %d: reachability timeout in ", ms->client );
AAS_PrintTravelType( reach.traveltype );
botimport.Print( PRT_MESSAGE, "\n" );
} //end if
/*
if (ms->lastareanum != ms->areanum)
{
botimport.Print(PRT_MESSAGE, "changed from area %d to %d\n", ms->lastareanum, ms->areanum);
} //end if*/
} //end if
#endif //DEBUG
//if the goal area changed or the reachability timed out
//or the area changed
if ( ms->lastgoalareanum != goal->areanum ||
ms->reachability_time < AAS_Time() ||
ms->lastareanum != ms->areanum ||
( ( ms->lasttime > ( AAS_Time() - 0.5 ) ) && ( VectorDistance( ms->origin, ms->lastorigin ) < 20 * ( AAS_Time() - ms->lasttime ) ) ) ) {
reachnum = 0;
//botimport.Print(PRT_MESSAGE, "area change or timeout\n");
} //end else if
} //end else
} //end if
//if the bot needs a new reachability
if ( !reachnum ) {
//if the area has no reachability links
if ( !AAS_AreaReachability( ms->areanum ) ) {
#ifdef DEBUG
if ( botDeveloper ) {
botimport.Print( PRT_MESSAGE, "area %d no reachability\n", ms->areanum );
} //end if
#endif //DEBUG
} //end if
//get a new reachability leading towards the goal
reachnum = BotGetReachabilityToGoal( ms->origin, ms->areanum, ms->entitynum,
ms->lastgoalareanum, ms->lastareanum,
ms->avoidreach, ms->avoidreachtimes, ms->avoidreachtries,
goal, travelflags, travelflags );
//the area number the reachability starts in
ms->reachareanum = ms->areanum;
//reset some state variables
ms->jumpreach = 0; //for TRAVEL_JUMP
ms->moveflags &= ~MFL_GRAPPLERESET; //for TRAVEL_GRAPPLEHOOK
//if there is a reachability to the goal
if ( reachnum ) {
AAS_ReachabilityFromNum( reachnum, &reach );
//set a timeout for this reachability
ms->reachability_time = AAS_Time() + BotReachabilityTime( &reach );
//
#ifdef AVOIDREACH
//add the reachability to the reachabilities to avoid for a while
BotAddToAvoidReach( ms, reachnum, AVOIDREACH_TIME );
#endif //AVOIDREACH
} //end if
#ifdef DEBUG
else if ( botDeveloper ) {
botimport.Print( PRT_MESSAGE, "goal not reachable\n" );
memset( &reach, 0, sizeof( aas_reachability_t ) ); //make compiler happy
} //end else
if ( botDeveloper ) {
//if still going for the same goal
if ( ms->lastgoalareanum == goal->areanum ) {
if ( ms->lastareanum == reach.areanum ) {
botimport.Print( PRT_MESSAGE, "same goal, going back to previous area\n" );
} //end if
} //end if
} //end if
#endif //DEBUG
} //end else
//
ms->lastreachnum = reachnum;
ms->lastgoalareanum = goal->areanum;
ms->lastareanum = ms->areanum;
//if the bot has a reachability
if ( reachnum ) {
//get the reachability from the number
AAS_ReachabilityFromNum( reachnum, &reach );
result->traveltype = reach.traveltype;
//
#ifdef DEBUG_AI_MOVE
AAS_ClearShownDebugLines();
AAS_PrintTravelType( reach.traveltype );
AAS_ShowReachability( &reach );
#endif //DEBUG_AI_MOVE
//
#ifdef DEBUG
//botimport.Print(PRT_MESSAGE, "client %d: ", ms->client);
//AAS_PrintTravelType(reach.traveltype);
//botimport.Print(PRT_MESSAGE, "\n");
#endif //DEBUG
switch ( reach.traveltype )
{
case TRAVEL_WALK: *result = BotTravel_Walk( ms, &reach ); break;
case TRAVEL_CROUCH: *result = BotTravel_Crouch( ms, &reach ); break;
case TRAVEL_BARRIERJUMP: *result = BotTravel_BarrierJump( ms, &reach ); break;
case TRAVEL_LADDER: *result = BotTravel_Ladder( ms, &reach ); break;
case TRAVEL_WALKOFFLEDGE: *result = BotTravel_WalkOffLedge( ms, &reach ); break;
case TRAVEL_JUMP: *result = BotTravel_Jump( ms, &reach ); break;
case TRAVEL_SWIM: *result = BotTravel_Swim( ms, &reach ); break;
case TRAVEL_WATERJUMP: *result = BotTravel_WaterJump( ms, &reach ); break;
case TRAVEL_TELEPORT: *result = BotTravel_Teleport( ms, &reach ); break;
case TRAVEL_ELEVATOR: *result = BotTravel_Elevator( ms, &reach ); break;
case TRAVEL_GRAPPLEHOOK: *result = BotTravel_Grapple( ms, &reach ); break;
case TRAVEL_ROCKETJUMP: *result = BotTravel_RocketJump( ms, &reach ); break;
//case TRAVEL_BFGJUMP:
case TRAVEL_JUMPPAD: *result = BotTravel_JumpPad( ms, &reach ); break;
case TRAVEL_FUNCBOB: *result = BotTravel_FuncBobbing( ms, &reach ); break;
default:
{
botimport.Print( PRT_FATAL, "travel type %d not implemented yet\n", reach.traveltype );
break;
} //end case
} //end switch
} //end if
else
{
result->failure = qtrue;
memset( &reach, 0, sizeof( aas_reachability_t ) );
} //end else
#ifdef DEBUG
if ( botDeveloper ) {
if ( result->failure ) {
botimport.Print( PRT_MESSAGE, "client %d: movement failure in ", ms->client );
AAS_PrintTravelType( reach.traveltype );
botimport.Print( PRT_MESSAGE, "\n" );
} //end if
} //end if
#endif //DEBUG
} //end if
else
{
int i, numareas, areas[16];
vec3_t end;
//special handling of jump pads when the bot uses a jump pad without knowing it
foundjumppad = qfalse;
VectorMA( ms->origin, -2 * ms->thinktime, ms->velocity, end );
numareas = AAS_TraceAreas( ms->origin, end, areas, NULL, 16 );
for ( i = numareas - 1; i >= 0; i-- )
{
if ( AAS_AreaJumpPad( areas[i] ) ) {
//botimport.Print(PRT_MESSAGE, "client %d used a jumppad without knowing, area %d\n", ms->client, areas[i]);
foundjumppad = qtrue;
lastreachnum = BotGetReachabilityToGoal( end, areas[i], ms->entitynum,
ms->lastgoalareanum, ms->lastareanum,
ms->avoidreach, ms->avoidreachtimes, ms->avoidreachtries,
goal, travelflags, TFL_JUMPPAD );
if ( lastreachnum ) {
ms->lastreachnum = lastreachnum;
ms->lastareanum = areas[i];
//botimport.Print(PRT_MESSAGE, "found jumppad reachability\n");
break;
} //end if
else
{
for ( lastreachnum = AAS_NextAreaReachability( areas[i], 0 ); lastreachnum;
lastreachnum = AAS_NextAreaReachability( areas[i], lastreachnum ) )
{
//get the reachability from the number
AAS_ReachabilityFromNum( lastreachnum, &reach );
if ( reach.traveltype == TRAVEL_JUMPPAD ) {
ms->lastreachnum = lastreachnum;
ms->lastareanum = areas[i];
//botimport.Print(PRT_MESSAGE, "found jumppad reachability hard!!\n");
} //end if
} //end for
if ( lastreachnum ) {
break;
}
} //end else
} //end if
} //end for
if ( botDeveloper ) {
//if a jumppad is found with the trace but no reachability is found
if ( foundjumppad && !ms->lastreachnum ) {
botimport.Print( PRT_MESSAGE, "client %d didn't find jumppad reachability\n", ms->client );
} //end if
} //end if
//
if ( ms->lastreachnum ) {
//botimport.Print(PRT_MESSAGE, "%s: NOT onground, swimming or against ladder\n", ClientName(ms->entitynum-1));
AAS_ReachabilityFromNum( ms->lastreachnum, &reach );
result->traveltype = reach.traveltype;
#ifdef DEBUG
//botimport.Print(PRT_MESSAGE, "client %d finish: ", ms->client);
//AAS_PrintTravelType(reach.traveltype);
//botimport.Print(PRT_MESSAGE, "\n");
#endif //DEBUG
//
switch ( reach.traveltype )
{
case TRAVEL_WALK: *result = BotTravel_Walk( ms, &reach ); break; //BotFinishTravel_Walk(ms, &reach); break;
case TRAVEL_CROUCH: /*do nothing*/ break;
case TRAVEL_BARRIERJUMP: *result = BotFinishTravel_BarrierJump( ms, &reach ); break;
case TRAVEL_LADDER: *result = BotTravel_Ladder( ms, &reach ); break;
case TRAVEL_WALKOFFLEDGE: *result = BotFinishTravel_WalkOffLedge( ms, &reach ); break;
case TRAVEL_JUMP: *result = BotFinishTravel_Jump( ms, &reach ); break;
case TRAVEL_SWIM: *result = BotTravel_Swim( ms, &reach ); break;
case TRAVEL_WATERJUMP: *result = BotFinishTravel_WaterJump( ms, &reach ); break;
case TRAVEL_TELEPORT: /*do nothing*/ break;
case TRAVEL_ELEVATOR: *result = BotFinishTravel_Elevator( ms, &reach ); break;
case TRAVEL_GRAPPLEHOOK: *result = BotTravel_Grapple( ms, &reach ); break;
case TRAVEL_ROCKETJUMP: *result = BotFinishTravel_WeaponJump( ms, &reach ); break;
//case TRAVEL_BFGJUMP:
case TRAVEL_JUMPPAD: *result = BotFinishTravel_JumpPad( ms, &reach ); break;
case TRAVEL_FUNCBOB: *result = BotFinishTravel_FuncBobbing( ms, &reach ); break;
default:
{
botimport.Print( PRT_FATAL, "(last) travel type %d not implemented yet\n", reach.traveltype );
break;
} //end case
} //end switch
#ifdef DEBUG
if ( botDeveloper ) {
if ( result->failure ) {
botimport.Print( PRT_MESSAGE, "client %d: movement failure in finish ", ms->client );
AAS_PrintTravelType( reach.traveltype );
botimport.Print( PRT_MESSAGE, "\n" );
} //end if
} //end if
#endif //DEBUG
} //end if
} //end else
//FIXME: is it right to do this here?
if ( result->blocked ) {
ms->reachability_time -= 10 * ms->thinktime;
}
//copy the last origin
VectorCopy( ms->origin, ms->lastorigin );
ms->lasttime = AAS_Time();
// RF, try to look in the direction we will be moving ahead of time
if ( reachnum > 0 && !( result->flags & ( MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW ) ) ) {
vec3_t dir;
int ftraveltime, freachnum;
AAS_ReachabilityFromNum( reachnum, &reach );
if ( reach.areanum != goal->areanum ) {
if ( AAS_AreaRouteToGoalArea( reach.areanum, reach.end, goal->areanum, travelflags, &ftraveltime, &freachnum ) ) {
AAS_ReachabilityFromNum( freachnum, &reach );
VectorSubtract( reach.end, ms->origin, dir );
VectorNormalize( dir );
vectoangles( dir, result->ideal_viewangles );
result->flags |= MOVERESULT_FUTUREVIEW;
}
} else {
VectorSubtract( goal->origin, ms->origin, dir );
VectorNormalize( dir );
vectoangles( dir, result->ideal_viewangles );
result->flags |= MOVERESULT_FUTUREVIEW;
}
}
} //end of the function BotMoveToGoal
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void BotResetAvoidReach( int movestate ) {
bot_movestate_t *ms;
ms = BotMoveStateFromHandle( movestate );
if ( !ms ) {
return;
}
memset( ms->avoidreach, 0, MAX_AVOIDREACH * sizeof( int ) );
memset( ms->avoidreachtimes, 0, MAX_AVOIDREACH * sizeof( float ) );
memset( ms->avoidreachtries, 0, MAX_AVOIDREACH * sizeof( int ) );
// RF, also clear movestate stuff
ms->lastareanum = 0;
ms->lastgoalareanum = 0;
ms->lastreachnum = 0;
} //end of the function BotResetAvoidReach
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void BotResetLastAvoidReach( int movestate ) {
int i, latest;
float latesttime;
bot_movestate_t *ms;
ms = BotMoveStateFromHandle( movestate );
if ( !ms ) {
return;
}
latesttime = 0;
latest = 0;
for ( i = 0; i < MAX_AVOIDREACH; i++ )
{
if ( ms->avoidreachtimes[i] > latesttime ) {
latesttime = ms->avoidreachtimes[i];
latest = i;
} //end if
} //end for
if ( latesttime ) {
ms->avoidreachtimes[latest] = 0;
if ( ms->avoidreachtries[latest] > 0 ) {
ms->avoidreachtries[latest]--;
}
} //end if
} //end of the function BotResetLastAvoidReach
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void BotResetMoveState( int movestate ) {
bot_movestate_t *ms;
ms = BotMoveStateFromHandle( movestate );
if ( !ms ) {
return;
}
memset( ms, 0, sizeof( bot_movestate_t ) );
} //end of the function BotResetMoveState
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotSetupMoveAI( void ) {
BotSetBrushModelTypes();
sv_maxstep = LibVarValue( "sv_step", "18" );
sv_maxbarrier = LibVarValue( "sv_maxbarrier", "32" );
sv_gravity = LibVarValue( "sv_gravity", "800" );
return BLERR_NOERROR;
} //end of the function BotSetupMoveAI
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void BotShutdownMoveAI( void ) {
int i;
for ( i = 1; i <= MAX_CLIENTS; i++ )
{
if ( botmovestates[i] ) {
FreeMemory( botmovestates[i] );
botmovestates[i] = NULL;
} //end if
} //end for
} //end of the function BotShutdownMoveAI
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