NS/main/source/HPB_bot/dlls/bot_navigate.cpp
XP-Cagey 60007652a3 The big merge...
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@21 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-04-01 03:04:57 +00:00

1094 lines
33 KiB
C++

//
// HPB bot - botman's High Ping Bastard bot
//
// (http://planethalflife.com/botman/)
//
// bot_navigate.cpp
//
#include "dlls/extdll.h"
#include "dlls/util.h"
#include "dlls/cbase.h"
#include "bot.h"
#include "bot_func.h"
#include "waypoint.h"
extern int mod_id;
extern WAYPOINT waypoints[MAX_WAYPOINTS];
extern int num_waypoints; // number of waypoints currently in use
extern int team_allies[4];
extern edict_t *pent_info_ctfdetect;
extern float is_team_play;
extern bool checked_teamplay;
extern FLAG_S flags[MAX_FLAGS];
extern int num_flags;
extern int flf_bug_fix;
static FILE *fp;
void BotFixIdealPitch(edict_t *pEdict)
{
// check for wrap around of angle...
if (pEdict->v.idealpitch > 180)
pEdict->v.idealpitch -= 360;
if (pEdict->v.idealpitch < -180)
pEdict->v.idealpitch += 360;
}
float BotChangePitch( bot_t *pBot, float speed )
{
edict_t *pEdict = pBot->pEdict;
float ideal;
float current;
float current_180; // current +/- 180 degrees
float diff;
// turn from the current v_angle pitch to the idealpitch by selecting
// the quickest way to turn to face that direction
current = pEdict->v.v_angle.x;
ideal = pEdict->v.idealpitch;
// find the difference in the current and ideal angle
diff = abs(current - ideal);
// check if the bot is already facing the idealpitch direction...
if (diff <= 1)
return diff; // return number of degrees turned
// check if difference is less than the max degrees per turn
if (diff < speed)
speed = diff; // just need to turn a little bit (less than max)
// here we have four cases, both angle positive, one positive and
// the other negative, one negative and the other positive, or
// both negative. handle each case separately...
if ((current >= 0) && (ideal >= 0)) // both positive
{
if (current > ideal)
current -= speed;
else
current += speed;
}
else if ((current >= 0) && (ideal < 0))
{
current_180 = current - 180;
if (current_180 > ideal)
current += speed;
else
current -= speed;
}
else if ((current < 0) && (ideal >= 0))
{
current_180 = current + 180;
if (current_180 > ideal)
current += speed;
else
current -= speed;
}
else // (current < 0) && (ideal < 0) both negative
{
if (current > ideal)
current -= speed;
else
current += speed;
}
// check for wrap around of angle...
if (current > 180)
current -= 360;
if (current < -180)
current += 360;
pEdict->v.v_angle.x = current;
return speed; // return number of degrees turned
}
void BotFixIdealYaw(edict_t *pEdict)
{
// check for wrap around of angle...
if (pEdict->v.ideal_yaw > 180)
pEdict->v.ideal_yaw -= 360;
if (pEdict->v.ideal_yaw < -180)
pEdict->v.ideal_yaw += 360;
}
float BotChangeYaw( bot_t *pBot, float speed )
{
edict_t *pEdict = pBot->pEdict;
float ideal;
float current;
float current_180; // current +/- 180 degrees
float diff;
// turn from the current v_angle yaw to the ideal_yaw by selecting
// the quickest way to turn to face that direction
current = pEdict->v.v_angle.y;
ideal = pEdict->v.ideal_yaw;
// find the difference in the current and ideal angle
diff = abs(current - ideal);
// check if the bot is already facing the ideal_yaw direction...
if (diff <= 1)
return diff; // return number of degrees turned
// check if difference is less than the max degrees per turn
if (diff < speed)
speed = diff; // just need to turn a little bit (less than max)
// here we have four cases, both angle positive, one positive and
// the other negative, one negative and the other positive, or
// both negative. handle each case separately...
if ((current >= 0) && (ideal >= 0)) // both positive
{
if (current > ideal)
current -= speed;
else
current += speed;
}
else if ((current >= 0) && (ideal < 0))
{
current_180 = current - 180;
if (current_180 > ideal)
current += speed;
else
current -= speed;
}
else if ((current < 0) && (ideal >= 0))
{
current_180 = current + 180;
if (current_180 > ideal)
current += speed;
else
current -= speed;
}
else // (current < 0) && (ideal < 0) both negative
{
if (current > ideal)
current -= speed;
else
current += speed;
}
// check for wrap around of angle...
if (current > 180)
current -= 360;
if (current < -180)
current += 360;
pEdict->v.v_angle.y = current;
return speed; // return number of degrees turned
}
bool BotFindWaypoint( bot_t *pBot )
{
// Do whatever you want here to find the next waypoint that the
// bot should head towards
return FALSE; // couldn't find a waypoint
}
bool BotHeadTowardWaypoint( bot_t *pBot )
{
// You could do other stuff here if you needed to.
// This would probably be a good place to check to see how close to a
// the current waypoint the bot is, and if the bot is close enough to
// the desired waypoint then call BotFindWaypoint to find the next one.
if (BotFindWaypoint(pBot))
return TRUE;
else
return FALSE;
}
void BotOnLadder( bot_t *pBot, float moved_distance )
{
Vector v_src, v_dest, view_angles;
TraceResult tr;
float angle = 0.0;
bool done = FALSE;
edict_t *pEdict = pBot->pEdict;
// check if the bot has JUST touched this ladder...
if (pBot->ladder_dir == LADDER_UNKNOWN)
{
// try to square up the bot on the ladder...
while ((!done) && (angle < 180.0))
{
// try looking in one direction (forward + angle)
view_angles = pEdict->v.v_angle;
view_angles.y = pEdict->v.v_angle.y + angle;
if (view_angles.y < 0.0)
view_angles.y += 360.0;
if (view_angles.y > 360.0)
view_angles.y -= 360.0;
UTIL_MakeVectors( view_angles );
v_src = pEdict->v.origin + pEdict->v.view_ofs;
v_dest = v_src + gpGlobals->v_forward * 30;
UTIL_TraceLine( v_src, v_dest, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr);
if (tr.flFraction < 1.0) // hit something?
{
if (strcmp("func_wall", STRING(tr.pHit->v.classname)) == 0)
{
// square up to the wall...
view_angles = UTIL_VecToAngles(tr.vecPlaneNormal);
// Normal comes OUT from wall, so flip it around...
view_angles.y += 180;
if (view_angles.y > 180)
view_angles.y -= 360;
pEdict->v.ideal_yaw = view_angles.y;
BotFixIdealYaw(pEdict);
done = TRUE;
}
}
else
{
// try looking in the other direction (forward - angle)
view_angles = pEdict->v.v_angle;
view_angles.y = pEdict->v.v_angle.y - angle;
if (view_angles.y < 0.0)
view_angles.y += 360.0;
if (view_angles.y > 360.0)
view_angles.y -= 360.0;
UTIL_MakeVectors( view_angles );
v_src = pEdict->v.origin + pEdict->v.view_ofs;
v_dest = v_src + gpGlobals->v_forward * 30;
UTIL_TraceLine( v_src, v_dest, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr);
if (tr.flFraction < 1.0) // hit something?
{
if (strcmp("func_wall", STRING(tr.pHit->v.classname)) == 0)
{
// square up to the wall...
view_angles = UTIL_VecToAngles(tr.vecPlaneNormal);
// Normal comes OUT from wall, so flip it around...
view_angles.y += 180;
if (view_angles.y > 180)
view_angles.y -= 360;
pEdict->v.ideal_yaw = view_angles.y;
BotFixIdealYaw(pEdict);
done = TRUE;
}
}
}
angle += 10;
}
if (!done) // if didn't find a wall, just reset ideal_yaw...
{
// set ideal_yaw to current yaw (so bot won't keep turning)
pEdict->v.ideal_yaw = pEdict->v.v_angle.y;
BotFixIdealYaw(pEdict);
}
}
// moves the bot up or down a ladder. if the bot can't move
// (i.e. get's stuck with someone else on ladder), the bot will
// change directions and go the other way on the ladder.
if (pBot->ladder_dir == LADDER_UP) // is the bot currently going up?
{
pEdict->v.v_angle.x = -60; // look upwards
// check if the bot hasn't moved much since the last location...
if ((moved_distance <= 1) && (pBot->prev_speed >= 1.0))
{
// the bot must be stuck, change directions...
pEdict->v.v_angle.x = 60; // look downwards
pBot->ladder_dir = LADDER_DOWN;
}
}
else if (pBot->ladder_dir == LADDER_DOWN) // is the bot currently going down?
{
pEdict->v.v_angle.x = 60; // look downwards
// check if the bot hasn't moved much since the last location...
if ((moved_distance <= 1) && (pBot->prev_speed >= 1.0))
{
// the bot must be stuck, change directions...
pEdict->v.v_angle.x = -60; // look upwards
pBot->ladder_dir = LADDER_UP;
}
}
else // the bot hasn't picked a direction yet, try going up...
{
pEdict->v.v_angle.x = -60; // look upwards
pBot->ladder_dir = LADDER_UP;
}
// move forward (i.e. in the direction the bot is looking, up or down)
pEdict->v.button |= IN_FORWARD;
}
void BotUnderWater( bot_t *pBot )
{
bool found_waypoint = FALSE;
edict_t *pEdict = pBot->pEdict;
// are there waypoints in this level (and not trying to exit water)?
if ((num_waypoints > 0) &&
(pBot->f_exit_water_time < gpGlobals->time))
{
// head towards a waypoint
found_waypoint = BotHeadTowardWaypoint(pBot);
}
if (found_waypoint == FALSE)
{
// handle movements under water. right now, just try to keep from
// drowning by swimming up towards the surface and look to see if
// there is a surface the bot can jump up onto to get out of the
// water. bots DON'T like water!
Vector v_src, v_forward;
TraceResult tr;
int contents;
// swim up towards the surface
pEdict->v.v_angle.x = -60; // look upwards
// move forward (i.e. in the direction the bot is looking, up or down)
pEdict->v.button |= IN_FORWARD;
// set gpGlobals angles based on current view angle (for TraceLine)
UTIL_MakeVectors( pEdict->v.v_angle );
// look from eye position straight forward (remember: the bot is looking
// upwards at a 60 degree angle so TraceLine will go out and up...
v_src = pEdict->v.origin + pEdict->v.view_ofs; // EyePosition()
v_forward = v_src + gpGlobals->v_forward * 90;
// trace from the bot's eyes straight forward...
UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr);
// check if the trace didn't hit anything (i.e. nothing in the way)...
if (tr.flFraction >= 1.0)
{
// find out what the contents is of the end of the trace...
contents = UTIL_PointContents( tr.vecEndPos );
// check if the trace endpoint is in open space...
if (contents == CONTENTS_EMPTY)
{
// ok so far, we are at the surface of the water, continue...
v_src = tr.vecEndPos;
v_forward = v_src;
v_forward.z -= 90;
// trace from the previous end point straight down...
UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr);
// check if the trace hit something...
if (tr.flFraction < 1.0)
{
contents = UTIL_PointContents( tr.vecEndPos );
// if contents isn't water then assume it's land, jump!
if (contents != CONTENTS_WATER)
{
pEdict->v.button |= IN_JUMP;
}
}
}
}
}
}
void BotUseLift( bot_t *pBot, float moved_distance )
{
edict_t *pEdict = pBot->pEdict;
// just need to press the button once, when the flag gets set...
if (pBot->f_use_button_time == gpGlobals->time)
{
pEdict->v.button = IN_USE;
// face opposite from the button
pEdict->v.ideal_yaw += 180; // rotate 180 degrees
BotFixIdealYaw(pEdict);
}
// check if the bot has waited too long for the lift to move...
if (((pBot->f_use_button_time + 2.0) < gpGlobals->time) &&
(!pBot->b_lift_moving))
{
// clear use button flag
pBot->b_use_button = FALSE;
// bot doesn't have to set f_find_item since the bot
// should already be facing away from the button
pBot->f_move_speed = pBot->f_max_speed;
}
// check if lift has started moving...
if ((moved_distance > 1) && (!pBot->b_lift_moving))
{
pBot->b_lift_moving = TRUE;
}
// check if lift has stopped moving...
if ((moved_distance <= 1) && (pBot->b_lift_moving))
{
TraceResult tr1, tr2;
Vector v_src, v_forward, v_right, v_left;
Vector v_down, v_forward_down, v_right_down, v_left_down;
pBot->b_use_button = FALSE;
// TraceLines in 4 directions to find which way to go...
UTIL_MakeVectors( pEdict->v.v_angle );
v_src = pEdict->v.origin + pEdict->v.view_ofs;
v_forward = v_src + gpGlobals->v_forward * 90;
v_right = v_src + gpGlobals->v_right * 90;
v_left = v_src + gpGlobals->v_right * -90;
v_down = pEdict->v.v_angle;
v_down.x = v_down.x + 45; // look down at 45 degree angle
UTIL_MakeVectors( v_down );
v_forward_down = v_src + gpGlobals->v_forward * 100;
v_right_down = v_src + gpGlobals->v_right * 100;
v_left_down = v_src + gpGlobals->v_right * -100;
// try tracing forward first...
UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr1);
UTIL_TraceLine( v_src, v_forward_down, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr2);
// check if we hit a wall or didn't find a floor...
if ((tr1.flFraction < 1.0) || (tr2.flFraction >= 1.0))
{
// try tracing to the RIGHT side next...
UTIL_TraceLine( v_src, v_right, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr1);
UTIL_TraceLine( v_src, v_right_down, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr2);
// check if we hit a wall or didn't find a floor...
if ((tr1.flFraction < 1.0) || (tr2.flFraction >= 1.0))
{
// try tracing to the LEFT side next...
UTIL_TraceLine( v_src, v_left, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr1);
UTIL_TraceLine( v_src, v_left_down, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr2);
// check if we hit a wall or didn't find a floor...
if ((tr1.flFraction < 1.0) || (tr2.flFraction >= 1.0))
{
// only thing to do is turn around...
pEdict->v.ideal_yaw += 180; // turn all the way around
}
else
{
pEdict->v.ideal_yaw += 90; // turn to the LEFT
}
}
else
{
pEdict->v.ideal_yaw -= 90; // turn to the RIGHT
}
BotFixIdealYaw(pEdict);
}
BotChangeYaw( pBot, pEdict->v.yaw_speed );
pBot->f_move_speed = pBot->f_max_speed;
}
}
bool BotStuckInCorner( bot_t *pBot )
{
TraceResult tr;
Vector v_src, v_dest;
edict_t *pEdict = pBot->pEdict;
UTIL_MakeVectors( pEdict->v.v_angle );
// trace 45 degrees to the right...
v_src = pEdict->v.origin;
v_dest = v_src + gpGlobals->v_forward*20 + gpGlobals->v_right*20;
UTIL_TraceLine( v_src, v_dest, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr);
if (tr.flFraction >= 1.0)
return FALSE; // no wall, so not in a corner
// trace 45 degrees to the left...
v_src = pEdict->v.origin;
v_dest = v_src + gpGlobals->v_forward*20 - gpGlobals->v_right*20;
UTIL_TraceLine( v_src, v_dest, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr);
if (tr.flFraction >= 1.0)
return FALSE; // no wall, so not in a corner
return TRUE; // bot is in a corner
}
void BotTurnAtWall( bot_t *pBot, TraceResult *tr )
{
edict_t *pEdict = pBot->pEdict;
Vector Normal;
float Y, Y1, Y2, D1, D2, Z;
// Find the normal vector from the trace result. The normal vector will
// be a vector that is perpendicular to the surface from the TraceResult.
Normal = UTIL_VecToAngles(tr->vecPlaneNormal);
// Since the bot keeps it's view angle in -180 < x < 180 degrees format,
// and since TraceResults are 0 < x < 360, we convert the bot's view
// angle (yaw) to the same format at TraceResult.
Y = pEdict->v.v_angle.y;
Y = Y + 180;
if (Y > 359) Y -= 360;
// Turn the normal vector around 180 degrees (i.e. make it point towards
// the wall not away from it. That makes finding the angles that the
// bot needs to turn a little easier.
Normal.y = Normal.y - 180;
if (Normal.y < 0)
Normal.y += 360;
// Here we compare the bots view angle (Y) to the Normal - 90 degrees (Y1)
// and the Normal + 90 degrees (Y2). These two angles (Y1 & Y2) represent
// angles that are parallel to the wall surface, but heading in opposite
// directions. We want the bot to choose the one that will require the
// least amount of turning (saves time) and have the bot head off in that
// direction.
Y1 = Normal.y - 90;
if (RANDOM_LONG(1, 100) <= 50)
{
Y1 = Y1 - RANDOM_FLOAT(5.0, 20.0);
}
if (Y1 < 0) Y1 += 360;
Y2 = Normal.y + 90;
if (RANDOM_LONG(1, 100) <= 50)
{
Y2 = Y2 + RANDOM_FLOAT(5.0, 20.0);
}
if (Y2 > 359) Y2 -= 360;
// D1 and D2 are the difference (in degrees) between the bot's current
// angle and Y1 or Y2 (respectively).
D1 = abs(Y - Y1);
if (D1 > 179) D1 = abs(D1 - 360);
D2 = abs(Y - Y2);
if (D2 > 179) D2 = abs(D2 - 360);
// If difference 1 (D1) is more than difference 2 (D2) then the bot will
// have to turn LESS if it heads in direction Y1 otherwise, head in
// direction Y2. I know this seems backwards, but try some sample angles
// out on some graph paper and go through these equations using a
// calculator, you'll see what I mean.
if (D1 > D2)
Z = Y1;
else
Z = Y2;
// convert from TraceResult 0 to 360 degree format back to bot's
// -180 to 180 degree format.
if (Z > 180)
Z -= 360;
// set the direction to head off into...
pEdict->v.ideal_yaw = Z;
BotFixIdealYaw(pEdict);
}
bool BotCantMoveForward( bot_t *pBot, TraceResult *tr )
{
edict_t *pEdict = pBot->pEdict;
// use some TraceLines to determine if anything is blocking the current
// path of the bot.
Vector v_src, v_forward;
UTIL_MakeVectors( pEdict->v.v_angle );
// first do a trace from the bot's eyes forward...
v_src = pEdict->v.origin + pEdict->v.view_ofs; // EyePosition()
v_forward = v_src + gpGlobals->v_forward * 40;
// trace from the bot's eyes straight forward...
UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters,
pEdict->v.pContainingEntity, tr);
// check if the trace hit something...
if (tr->flFraction < 1.0)
{
return TRUE; // bot's head will hit something
}
// bot's head is clear, check at waist level...
v_src = pEdict->v.origin;
v_forward = v_src + gpGlobals->v_forward * 40;
// trace from the bot's waist straight forward...
UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters,
pEdict->v.pContainingEntity, tr);
// check if the trace hit something...
if (tr->flFraction < 1.0)
{
return TRUE; // bot's body will hit something
}
return FALSE; // bot can move forward, return false
}
bool BotCanJumpUp( bot_t *pBot )
{
// What I do here is trace 3 lines straight out, one unit higher than
// the highest normal jumping distance. I trace once at the center of
// the body, once at the right side, and once at the left side. If all
// three of these TraceLines don't hit an obstruction then I know the
// area to jump to is clear. I then need to trace from head level,
// above where the bot will jump to, downward to see if there is anything
// blocking the jump. There could be a narrow opening that the body
// will not fit into. These horizontal and vertical TraceLines seem
// to catch most of the problems with falsely trying to jump on something
// that the bot can not get onto.
// Make flier imitate flight
if(pBot->pEdict->v.iuser3 == AVH_USER3_ALIEN_PLAYER3)
{
if(RANDOM_LONG(0, 2) == 0)
{
return TRUE;
}
}
TraceResult tr;
Vector v_jump, v_source, v_dest;
edict_t *pEdict = pBot->pEdict;
// convert current view angle to vectors for TraceLine math...
v_jump = pEdict->v.v_angle;
v_jump.x = 0; // reset pitch to 0 (level horizontally)
v_jump.z = 0; // reset roll to 0 (straight up and down)
UTIL_MakeVectors( v_jump );
// use center of the body first...
// maximum jump height is 45, so check one unit above that (46)
v_source = pEdict->v.origin + Vector(0, 0, -36 + 46);
v_dest = v_source + gpGlobals->v_forward * 24;
// trace a line forward at maximum jump height...
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr);
// if trace hit something, return FALSE
if (tr.flFraction < 1.0)
return FALSE;
// now check same height to one side of the bot...
v_source = pEdict->v.origin + gpGlobals->v_right * 16 + Vector(0, 0, -36 + 46);
v_dest = v_source + gpGlobals->v_forward * 24;
// trace a line forward at maximum jump height...
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr);
// if trace hit something, return FALSE
if (tr.flFraction < 1.0)
return FALSE;
// now check same height on the other side of the bot...
v_source = pEdict->v.origin + gpGlobals->v_right * -16 + Vector(0, 0, -36 + 46);
v_dest = v_source + gpGlobals->v_forward * 24;
// trace a line forward at maximum jump height...
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr);
// if trace hit something, return FALSE
if (tr.flFraction < 1.0)
return FALSE;
// now trace from head level downward to check for obstructions...
// start of trace is 24 units in front of bot, 72 units above head...
v_source = pEdict->v.origin + gpGlobals->v_forward * 24;
// offset 72 units from top of head (72 + 36)
v_source.z = v_source.z + 108;
// end point of trace is 99 units straight down from start...
// (99 is 108 minus the jump limit height which is 45 - 36 = 9)
v_dest = v_source + Vector(0, 0, -99);
// trace a line straight down toward the ground...
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr);
// if trace hit something, return FALSE
if (tr.flFraction < 1.0)
return FALSE;
// now check same height to one side of the bot...
v_source = pEdict->v.origin + gpGlobals->v_right * 16 + gpGlobals->v_forward * 24;
v_source.z = v_source.z + 108;
v_dest = v_source + Vector(0, 0, -99);
// trace a line straight down toward the ground...
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr);
// if trace hit something, return FALSE
if (tr.flFraction < 1.0)
return FALSE;
// now check same height on the other side of the bot...
v_source = pEdict->v.origin + gpGlobals->v_right * -16 + gpGlobals->v_forward * 24;
v_source.z = v_source.z + 108;
v_dest = v_source + Vector(0, 0, -99);
// trace a line straight down toward the ground...
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr);
// if trace hit something, return FALSE
if (tr.flFraction < 1.0)
return FALSE;
return TRUE;
}
bool BotCanDuckUnder( bot_t *pBot )
{
// What I do here is trace 3 lines straight out, one unit higher than
// the ducking height. I trace once at the center of the body, once
// at the right side, and once at the left side. If all three of these
// TraceLines don't hit an obstruction then I know the area to duck to
// is clear. I then need to trace from the ground up, 72 units, to make
// sure that there is something blocking the TraceLine. Then we know
// we can duck under it.
TraceResult tr;
Vector v_duck, v_source, v_dest;
edict_t *pEdict = pBot->pEdict;
// convert current view angle to vectors for TraceLine math...
v_duck = pEdict->v.v_angle;
v_duck.x = 0; // reset pitch to 0 (level horizontally)
v_duck.z = 0; // reset roll to 0 (straight up and down)
UTIL_MakeVectors( v_duck );
// use center of the body first...
// duck height is 36, so check one unit above that (37)
v_source = pEdict->v.origin + Vector(0, 0, -36 + 37);
v_dest = v_source + gpGlobals->v_forward * 24;
// trace a line forward at duck height...
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr);
// if trace hit something, return FALSE
if (tr.flFraction < 1.0)
return FALSE;
// now check same height to one side of the bot...
v_source = pEdict->v.origin + gpGlobals->v_right * 16 + Vector(0, 0, -36 + 37);
v_dest = v_source + gpGlobals->v_forward * 24;
// trace a line forward at duck height...
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr);
// if trace hit something, return FALSE
if (tr.flFraction < 1.0)
return FALSE;
// now check same height on the other side of the bot...
v_source = pEdict->v.origin + gpGlobals->v_right * -16 + Vector(0, 0, -36 + 37);
v_dest = v_source + gpGlobals->v_forward * 24;
// trace a line forward at duck height...
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr);
// if trace hit something, return FALSE
if (tr.flFraction < 1.0)
return FALSE;
// now trace from the ground up to check for object to duck under...
// start of trace is 24 units in front of bot near ground...
v_source = pEdict->v.origin + gpGlobals->v_forward * 24;
v_source.z = v_source.z - 35; // offset to feet + 1 unit up
// end point of trace is 72 units straight up from start...
v_dest = v_source + Vector(0, 0, 72);
// trace a line straight up in the air...
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr);
// if trace didn't hit something, return FALSE
if (tr.flFraction >= 1.0)
return FALSE;
// now check same height to one side of the bot...
v_source = pEdict->v.origin + gpGlobals->v_right * 16 + gpGlobals->v_forward * 24;
v_source.z = v_source.z - 35; // offset to feet + 1 unit up
v_dest = v_source + Vector(0, 0, 72);
// trace a line straight up in the air...
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr);
// if trace didn't hit something, return FALSE
if (tr.flFraction >= 1.0)
return FALSE;
// now check same height on the other side of the bot...
v_source = pEdict->v.origin + gpGlobals->v_right * -16 + gpGlobals->v_forward * 24;
v_source.z = v_source.z - 35; // offset to feet + 1 unit up
v_dest = v_source + Vector(0, 0, 72);
// trace a line straight up in the air...
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr);
// if trace didn't hit something, return FALSE
if (tr.flFraction >= 1.0)
return FALSE;
return TRUE;
}
void BotRandomTurn( bot_t *pBot )
{
pBot->f_move_speed = 0; // don't move while turning
if (RANDOM_LONG(1, 100) <= 10)
{
// 10 percent of the time turn completely around...
pBot->pEdict->v.ideal_yaw += 180;
}
else
{
// turn randomly between 30 and 60 degress
if (pBot->wander_dir == WANDER_LEFT)
pBot->pEdict->v.ideal_yaw += RANDOM_LONG(30, 60);
else
pBot->pEdict->v.ideal_yaw -= RANDOM_LONG(30, 60);
}
BotFixIdealYaw(pBot->pEdict);
}
bool BotFollowUser( bot_t *pBot )
{
bool user_visible;
float f_distance;
edict_t *pEdict = pBot->pEdict;
Vector vecEnd = pBot->pBotUser->v.origin + pBot->pBotUser->v.view_ofs;
if (pBot->pEdict->v.waterlevel != 3) // is bot NOT under water?
pEdict->v.v_angle.x = 0; // reset pitch to 0 (level horizontally)
pEdict->v.v_angle.z = 0; // reset roll to 0 (straight up and down)
pEdict->v.angles.x = 0;
pEdict->v.angles.y = pEdict->v.v_angle.y;
pEdict->v.angles.z = 0;
// Stop following when person crouches
if (!IsAlive( pBot->pBotUser ) || (pBot->pBotUser->v.flags & FL_DUCKING))
{
// the bot's user is dead!
pBot->pBotUser = NULL;
return FALSE;
}
user_visible = FInViewCone( &vecEnd, pEdict ) &&
FVisible( vecEnd, pEdict );
// check if the "user" is still visible or if the user has been visible
// in the last 5 seconds (or the player just starting "using" the bot)
if (user_visible || (pBot->f_bot_use_time + 5 > gpGlobals->time))
{
if (user_visible)
pBot->f_bot_use_time = gpGlobals->time; // reset "last visible time"
// face the user
Vector v_user = pBot->pBotUser->v.origin - pEdict->v.origin;
Vector bot_angles = UTIL_VecToAngles( v_user );
pEdict->v.ideal_yaw = bot_angles.y;
BotFixIdealYaw(pEdict);
f_distance = v_user.Length( ); // how far away is the "user"?
if (f_distance > 200) // run if distance to enemy is far
pBot->f_move_speed = pBot->f_max_speed;
else if (f_distance > 50) // walk if distance is closer
pBot->f_move_speed = pBot->f_max_speed / 2;
else // don't move if close enough
pBot->f_move_speed = 0.0;
return TRUE;
}
else
{
// person to follow has gone out of sight...
pBot->pBotUser = NULL;
return FALSE;
}
}
bool BotCheckWallOnLeft( bot_t *pBot )
{
edict_t *pEdict = pBot->pEdict;
Vector v_src, v_left;
TraceResult tr;
UTIL_MakeVectors( pEdict->v.v_angle );
// do a trace to the left...
v_src = pEdict->v.origin;
v_left = v_src + gpGlobals->v_right * -40; // 40 units to the left
UTIL_TraceLine( v_src, v_left, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr);
// check if the trace hit something...
if (tr.flFraction < 1.0)
{
if (pBot->f_wall_on_left < 1.0)
pBot->f_wall_on_left = gpGlobals->time;
return TRUE;
}
return FALSE;
}
bool BotCheckWallOnRight( bot_t *pBot )
{
edict_t *pEdict = pBot->pEdict;
Vector v_src, v_right;
TraceResult tr;
UTIL_MakeVectors( pEdict->v.v_angle );
// do a trace to the right...
v_src = pEdict->v.origin;
v_right = v_src + gpGlobals->v_right * 40; // 40 units to the right
UTIL_TraceLine( v_src, v_right, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr);
// check if the trace hit something...
if (tr.flFraction < 1.0)
{
if (pBot->f_wall_on_right < 1.0)
pBot->f_wall_on_right = gpGlobals->time;
return TRUE;
}
return FALSE;
}