jedi-academy/codemp/game/ai_main.c

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2013-04-04 22:35:38 +00:00
// Copyright (C) 1999-2000 Id Software, Inc.
//
/*****************************************************************************
* name: ai_main.c
*
* desc: Quake3 bot AI
*
* $Archive: /MissionPack/code/game/ai_main.c $
* $Author: osman $
* $Revision: 1.5 $
* $Modtime: 6/06/01 1:11p $
* $Date: 2003/03/15 23:43:59 $
*
*****************************************************************************/
#include "g_local.h"
#include "q_shared.h"
#include "botlib.h" //bot lib interface
#include "be_aas.h"
#include "be_ea.h"
#include "be_ai_char.h"
#include "be_ai_chat.h"
#include "be_ai_gen.h"
#include "be_ai_goal.h"
#include "be_ai_move.h"
#include "be_ai_weap.h"
//
#include "ai_main.h"
#include "w_saber.h"
//
#include "chars.h"
#include "inv.h"
#include "syn.h"
/*
#define BOT_CTF_DEBUG 1
*/
#define MAX_PATH 144
#define BOT_THINK_TIME 0
//bot states
bot_state_t *botstates[MAX_CLIENTS];
//number of bots
int numbots;
//floating point time
float floattime;
//time to do a regular update
float regularupdate_time;
//
//for siege:
extern int rebel_attackers;
extern int imperial_attackers;
boteventtracker_t gBotEventTracker[MAX_CLIENTS];
//rww - new bot cvars..
vmCvar_t bot_forcepowers;
vmCvar_t bot_forgimmick;
vmCvar_t bot_honorableduelacceptance;
vmCvar_t bot_pvstype;
vmCvar_t bot_normgpath;
#ifndef FINAL_BUILD
vmCvar_t bot_getinthecarrr;
#endif
#ifdef _DEBUG
vmCvar_t bot_nogoals;
vmCvar_t bot_debugmessages;
#endif
vmCvar_t bot_attachments;
vmCvar_t bot_camp;
vmCvar_t bot_wp_info;
vmCvar_t bot_wp_edit;
vmCvar_t bot_wp_clearweight;
vmCvar_t bot_wp_distconnect;
vmCvar_t bot_wp_visconnect;
//end rww
wpobject_t *flagRed;
wpobject_t *oFlagRed;
wpobject_t *flagBlue;
wpobject_t *oFlagBlue;
gentity_t *eFlagRed;
gentity_t *droppedRedFlag;
gentity_t *eFlagBlue;
gentity_t *droppedBlueFlag;
char *ctfStateNames[] = {
"CTFSTATE_NONE",
"CTFSTATE_ATTACKER",
"CTFSTATE_DEFENDER",
"CTFSTATE_RETRIEVAL",
"CTFSTATE_GUARDCARRIER",
"CTFSTATE_GETFLAGHOME",
"CTFSTATE_MAXCTFSTATES"
};
char *ctfStateDescriptions[] = {
"I'm not occupied",
"I'm attacking the enemy's base",
"I'm defending our base",
"I'm getting our flag back",
"I'm escorting our flag carrier",
"I've got the enemy's flag"
};
char *siegeStateDescriptions[] = {
"I'm not occupied",
"I'm attemtping to complete the current objective",
"I'm preventing the enemy from completing their objective"
};
char *teamplayStateDescriptions[] = {
"I'm not occupied",
"I'm following my squad commander",
"I'm assisting my commanding",
"I'm attempting to regroup and form a new squad"
};
void BotStraightTPOrderCheck(gentity_t *ent, int ordernum, bot_state_t *bs)
{
switch (ordernum)
{
case 0:
if (bs->squadLeader == ent)
{
bs->teamplayState = 0;
bs->squadLeader = NULL;
}
break;
case TEAMPLAYSTATE_FOLLOWING:
bs->teamplayState = ordernum;
bs->isSquadLeader = 0;
bs->squadLeader = ent;
bs->wpDestSwitchTime = 0;
break;
case TEAMPLAYSTATE_ASSISTING:
bs->teamplayState = ordernum;
bs->isSquadLeader = 0;
bs->squadLeader = ent;
bs->wpDestSwitchTime = 0;
break;
default:
bs->teamplayState = ordernum;
break;
}
}
void BotSelectWeapon(int client, int weapon)
{
if (weapon <= WP_NONE)
{
// assert(0);
return;
}
trap_EA_SelectWeapon(client, weapon);
}
void BotReportStatus(bot_state_t *bs)
{
if (g_gametype.integer == GT_TEAM)
{
trap_EA_SayTeam(bs->client, teamplayStateDescriptions[bs->teamplayState]);
}
else if (g_gametype.integer == GT_SIEGE)
{
trap_EA_SayTeam(bs->client, siegeStateDescriptions[bs->siegeState]);
}
else if (g_gametype.integer == GT_CTF || g_gametype.integer == GT_CTY)
{
trap_EA_SayTeam(bs->client, ctfStateDescriptions[bs->ctfState]);
}
}
//accept a team order from a player
void BotOrder(gentity_t *ent, int clientnum, int ordernum)
{
int stateMin = 0;
int stateMax = 0;
int i = 0;
if (!ent || !ent->client || !ent->client->sess.teamLeader)
{
return;
}
if (clientnum != -1 && !botstates[clientnum])
{
return;
}
if (clientnum != -1 && !OnSameTeam(ent, &g_entities[clientnum]))
{
return;
}
if (g_gametype.integer != GT_CTF && g_gametype.integer != GT_CTY && g_gametype.integer != GT_SIEGE &&
g_gametype.integer != GT_TEAM)
{
return;
}
if (g_gametype.integer == GT_CTF || g_gametype.integer == GT_CTY)
{
stateMin = CTFSTATE_NONE;
stateMax = CTFSTATE_MAXCTFSTATES;
}
else if (g_gametype.integer == GT_SIEGE)
{
stateMin = SIEGESTATE_NONE;
stateMax = SIEGESTATE_MAXSIEGESTATES;
}
else if (g_gametype.integer == GT_TEAM)
{
stateMin = TEAMPLAYSTATE_NONE;
stateMax = TEAMPLAYSTATE_MAXTPSTATES;
}
if ((ordernum < stateMin && ordernum != -1) || ordernum >= stateMax)
{
return;
}
if (clientnum != -1)
{
if (ordernum == -1)
{
BotReportStatus(botstates[clientnum]);
}
else
{
BotStraightTPOrderCheck(ent, ordernum, botstates[clientnum]);
botstates[clientnum]->state_Forced = ordernum;
botstates[clientnum]->chatObject = ent;
botstates[clientnum]->chatAltObject = NULL;
if (BotDoChat(botstates[clientnum], "OrderAccepted", 1))
{
botstates[clientnum]->chatTeam = 1;
}
}
}
else
{
while (i < MAX_CLIENTS)
{
if (botstates[i] && OnSameTeam(ent, &g_entities[i]))
{
if (ordernum == -1)
{
BotReportStatus(botstates[i]);
}
else
{
BotStraightTPOrderCheck(ent, ordernum, botstates[i]);
botstates[i]->state_Forced = ordernum;
botstates[i]->chatObject = ent;
botstates[i]->chatAltObject = NULL;
if (BotDoChat(botstates[i], "OrderAccepted", 0))
{
botstates[i]->chatTeam = 1;
}
}
}
i++;
}
}
}
//See if bot is mindtricked by the client in question
int BotMindTricked(int botClient, int enemyClient)
{
forcedata_t *fd;
if (!g_entities[enemyClient].client)
{
return 0;
}
fd = &g_entities[enemyClient].client->ps.fd;
if (!fd)
{
return 0;
}
if (botClient > 47)
{
if (fd->forceMindtrickTargetIndex4 & (1 << (botClient-48)))
{
return 1;
}
}
else if (botClient > 31)
{
if (fd->forceMindtrickTargetIndex3 & (1 << (botClient-32)))
{
return 1;
}
}
else if (botClient > 15)
{
if (fd->forceMindtrickTargetIndex2 & (1 << (botClient-16)))
{
return 1;
}
}
else
{
if (fd->forceMindtrickTargetIndex & (1 << botClient))
{
return 1;
}
}
return 0;
}
int BotGetWeaponRange(bot_state_t *bs);
int PassLovedOneCheck(bot_state_t *bs, gentity_t *ent);
void ExitLevel( void );
void QDECL BotAI_Print(int type, char *fmt, ...) { return; }
qboolean WP_ForcePowerUsable( gentity_t *self, forcePowers_t forcePower );
int IsTeamplay(void)
{
if ( g_gametype.integer < GT_TEAM )
{
return 0;
}
return 1;
}
/*
==================
BotAI_GetClientState
==================
*/
int BotAI_GetClientState( int clientNum, playerState_t *state ) {
gentity_t *ent;
ent = &g_entities[clientNum];
if ( !ent->inuse ) {
return qfalse;
}
if ( !ent->client ) {
return qfalse;
}
memcpy( state, &ent->client->ps, sizeof(playerState_t) );
return qtrue;
}
/*
==================
BotAI_GetEntityState
==================
*/
int BotAI_GetEntityState( int entityNum, entityState_t *state ) {
gentity_t *ent;
ent = &g_entities[entityNum];
memset( state, 0, sizeof(entityState_t) );
if (!ent->inuse) return qfalse;
if (!ent->r.linked) return qfalse;
if (ent->r.svFlags & SVF_NOCLIENT) return qfalse;
memcpy( state, &ent->s, sizeof(entityState_t) );
return qtrue;
}
/*
==================
BotAI_GetSnapshotEntity
==================
*/
int BotAI_GetSnapshotEntity( int clientNum, int sequence, entityState_t *state ) {
int entNum;
entNum = trap_BotGetSnapshotEntity( clientNum, sequence );
if ( entNum == -1 ) {
memset(state, 0, sizeof(entityState_t));
return -1;
}
BotAI_GetEntityState( entNum, state );
return sequence + 1;
}
/*
==============
BotEntityInfo
==============
*/
void BotEntityInfo(int entnum, aas_entityinfo_t *info) {
trap_AAS_EntityInfo(entnum, info);
}
/*
==============
NumBots
==============
*/
int NumBots(void) {
return numbots;
}
/*
==============
AngleDifference
==============
*/
float AngleDifference(float ang1, float ang2) {
float diff;
diff = ang1 - ang2;
if (ang1 > ang2) {
if (diff > 180.0) diff -= 360.0;
}
else {
if (diff < -180.0) diff += 360.0;
}
return diff;
}
/*
==============
BotChangeViewAngle
==============
*/
float BotChangeViewAngle(float angle, float ideal_angle, float speed) {
float move;
angle = AngleMod(angle);
ideal_angle = AngleMod(ideal_angle);
if (angle == ideal_angle) return angle;
move = ideal_angle - angle;
if (ideal_angle > angle) {
if (move > 180.0) move -= 360.0;
}
else {
if (move < -180.0) move += 360.0;
}
if (move > 0) {
if (move > speed) move = speed;
}
else {
if (move < -speed) move = -speed;
}
return AngleMod(angle + move);
}
/*
==============
BotChangeViewAngles
==============
*/
void BotChangeViewAngles(bot_state_t *bs, float thinktime) {
float diff, factor, maxchange, anglespeed, disired_speed;
int i;
if (bs->ideal_viewangles[PITCH] > 180) bs->ideal_viewangles[PITCH] -= 360;
if (bs->currentEnemy && bs->frame_Enemy_Vis)
{
if (bs->settings.skill <= 1)
{
factor = (bs->skills.turnspeed_combat*0.4f)*bs->settings.skill;
}
else if (bs->settings.skill <= 2)
{
factor = (bs->skills.turnspeed_combat*0.6f)*bs->settings.skill;
}
else if (bs->settings.skill <= 3)
{
factor = (bs->skills.turnspeed_combat*0.8f)*bs->settings.skill;
}
else
{
factor = bs->skills.turnspeed_combat*bs->settings.skill;
}
}
else
{
factor = bs->skills.turnspeed;
}
if (factor > 1)
{
factor = 1;
}
if (factor < 0.001)
{
factor = 0.001f;
}
maxchange = bs->skills.maxturn;
//if (maxchange < 240) maxchange = 240;
maxchange *= thinktime;
for (i = 0; i < 2; i++) {
bs->viewangles[i] = AngleMod(bs->viewangles[i]);
bs->ideal_viewangles[i] = AngleMod(bs->ideal_viewangles[i]);
diff = AngleDifference(bs->viewangles[i], bs->ideal_viewangles[i]);
disired_speed = diff * factor;
bs->viewanglespeed[i] += (bs->viewanglespeed[i] - disired_speed);
if (bs->viewanglespeed[i] > 180) bs->viewanglespeed[i] = maxchange;
if (bs->viewanglespeed[i] < -180) bs->viewanglespeed[i] = -maxchange;
anglespeed = bs->viewanglespeed[i];
if (anglespeed > maxchange) anglespeed = maxchange;
if (anglespeed < -maxchange) anglespeed = -maxchange;
bs->viewangles[i] += anglespeed;
bs->viewangles[i] = AngleMod(bs->viewangles[i]);
bs->viewanglespeed[i] *= 0.45 * (1 - factor);
}
if (bs->viewangles[PITCH] > 180) bs->viewangles[PITCH] -= 360;
trap_EA_View(bs->client, bs->viewangles);
}
/*
==============
BotInputToUserCommand
==============
*/
void BotInputToUserCommand(bot_input_t *bi, usercmd_t *ucmd, int delta_angles[3], int time, int useTime) {
vec3_t angles, forward, right;
short temp;
int j;
//clear the whole structure
memset(ucmd, 0, sizeof(usercmd_t));
//
//Com_Printf("dir = %f %f %f speed = %f\n", bi->dir[0], bi->dir[1], bi->dir[2], bi->speed);
//the duration for the user command in milli seconds
ucmd->serverTime = time;
//
if (bi->actionflags & ACTION_DELAYEDJUMP) {
bi->actionflags |= ACTION_JUMP;
bi->actionflags &= ~ACTION_DELAYEDJUMP;
}
//set the buttons
if (bi->actionflags & ACTION_RESPAWN) ucmd->buttons = BUTTON_ATTACK;
if (bi->actionflags & ACTION_ATTACK) ucmd->buttons |= BUTTON_ATTACK;
if (bi->actionflags & ACTION_ALT_ATTACK) ucmd->buttons |= BUTTON_ALT_ATTACK;
// if (bi->actionflags & ACTION_TALK) ucmd->buttons |= BUTTON_TALK;
if (bi->actionflags & ACTION_GESTURE) ucmd->buttons |= BUTTON_GESTURE;
if (bi->actionflags & ACTION_USE) ucmd->buttons |= BUTTON_USE_HOLDABLE;
if (bi->actionflags & ACTION_WALK) ucmd->buttons |= BUTTON_WALKING;
if (bi->actionflags & ACTION_FORCEPOWER) ucmd->buttons |= BUTTON_FORCEPOWER;
if (useTime < level.time && Q_irand(1, 10) < 5)
{ //for now just hit use randomly in case there's something useable around
ucmd->buttons |= BUTTON_USE;
}
#if 0
// Here's an interesting bit. The bots in TA used buttons to do additional gestures.
// I ripped them out because I didn't want too many buttons given the fact that I was already adding some for JK2.
// We can always add some back in if we want though.
if (bi->actionflags & ACTION_AFFIRMATIVE) ucmd->buttons |= BUTTON_AFFIRMATIVE;
if (bi->actionflags & ACTION_NEGATIVE) ucmd->buttons |= BUTTON_NEGATIVE;
if (bi->actionflags & ACTION_GETFLAG) ucmd->buttons |= BUTTON_GETFLAG;
if (bi->actionflags & ACTION_GUARDBASE) ucmd->buttons |= BUTTON_GUARDBASE;
if (bi->actionflags & ACTION_PATROL) ucmd->buttons |= BUTTON_PATROL;
if (bi->actionflags & ACTION_FOLLOWME) ucmd->buttons |= BUTTON_FOLLOWME;
#endif //0
if (bi->weapon == WP_NONE)
{
#ifdef _DEBUG
// Com_Printf("WARNING: Bot tried to use WP_NONE!\n");
#endif
bi->weapon = WP_BRYAR_PISTOL;
}
//
ucmd->weapon = bi->weapon;
//set the view angles
//NOTE: the ucmd->angles are the angles WITHOUT the delta angles
ucmd->angles[PITCH] = ANGLE2SHORT(bi->viewangles[PITCH]);
ucmd->angles[YAW] = ANGLE2SHORT(bi->viewangles[YAW]);
ucmd->angles[ROLL] = ANGLE2SHORT(bi->viewangles[ROLL]);
//subtract the delta angles
for (j = 0; j < 3; j++) {
temp = ucmd->angles[j] - delta_angles[j];
ucmd->angles[j] = temp;
}
//NOTE: movement is relative to the REAL view angles
//get the horizontal forward and right vector
//get the pitch in the range [-180, 180]
if (bi->dir[2]) angles[PITCH] = bi->viewangles[PITCH];
else angles[PITCH] = 0;
angles[YAW] = bi->viewangles[YAW];
angles[ROLL] = 0;
AngleVectors(angles, forward, right, NULL);
//bot input speed is in the range [0, 400]
bi->speed = bi->speed * 127 / 400;
//set the view independent movement
ucmd->forwardmove = DotProduct(forward, bi->dir) * bi->speed;
ucmd->rightmove = DotProduct(right, bi->dir) * bi->speed;
ucmd->upmove = abs((int)(forward[2])) * bi->dir[2] * bi->speed;
//normal keyboard movement
if (bi->actionflags & ACTION_MOVEFORWARD) ucmd->forwardmove += 127;
if (bi->actionflags & ACTION_MOVEBACK) ucmd->forwardmove -= 127;
if (bi->actionflags & ACTION_MOVELEFT) ucmd->rightmove -= 127;
if (bi->actionflags & ACTION_MOVERIGHT) ucmd->rightmove += 127;
//jump/moveup
if (bi->actionflags & ACTION_JUMP) ucmd->upmove += 127;
//crouch/movedown
if (bi->actionflags & ACTION_CROUCH) ucmd->upmove -= 127;
//
//Com_Printf("forward = %d right = %d up = %d\n", ucmd.forwardmove, ucmd.rightmove, ucmd.upmove);
//Com_Printf("ucmd->serverTime = %d\n", ucmd->serverTime);
}
/*
==============
BotUpdateInput
==============
*/
void BotUpdateInput(bot_state_t *bs, int time, int elapsed_time) {
bot_input_t bi;
int j;
//add the delta angles to the bot's current view angles
for (j = 0; j < 3; j++) {
bs->viewangles[j] = AngleMod(bs->viewangles[j] + SHORT2ANGLE(bs->cur_ps.delta_angles[j]));
}
//change the bot view angles
BotChangeViewAngles(bs, (float) elapsed_time / 1000);
//retrieve the bot input
trap_EA_GetInput(bs->client, (float) time / 1000, &bi);
//respawn hack
if (bi.actionflags & ACTION_RESPAWN) {
if (bs->lastucmd.buttons & BUTTON_ATTACK) bi.actionflags &= ~(ACTION_RESPAWN|ACTION_ATTACK);
}
//convert the bot input to a usercmd
BotInputToUserCommand(&bi, &bs->lastucmd, bs->cur_ps.delta_angles, time, bs->noUseTime);
//subtract the delta angles
for (j = 0; j < 3; j++) {
bs->viewangles[j] = AngleMod(bs->viewangles[j] - SHORT2ANGLE(bs->cur_ps.delta_angles[j]));
}
}
/*
==============
BotAIRegularUpdate
==============
*/
void BotAIRegularUpdate(void) {
if (regularupdate_time < FloatTime()) {
trap_BotUpdateEntityItems();
regularupdate_time = FloatTime() + 0.3;
}
}
/*
==============
RemoveColorEscapeSequences
==============
*/
void RemoveColorEscapeSequences( char *text ) {
int i, l;
l = 0;
for ( i = 0; text[i]; i++ ) {
if (Q_IsColorString(&text[i])) {
i++;
continue;
}
if (text[i] > 0x7E)
continue;
text[l++] = text[i];
}
text[l] = '\0';
}
/*
==============
BotAI
==============
*/
int BotAI(int client, float thinktime) {
bot_state_t *bs;
char buf[1024], *args;
int j;
#ifdef _DEBUG
int start = 0;
int end = 0;
#endif
trap_EA_ResetInput(client);
//
bs = botstates[client];
if (!bs || !bs->inuse) {
BotAI_Print(PRT_FATAL, "BotAI: client %d is not setup\n", client);
return qfalse;
}
//retrieve the current client state
BotAI_GetClientState( client, &bs->cur_ps );
//retrieve any waiting server commands
while( trap_BotGetServerCommand(client, buf, sizeof(buf)) ) {
//have buf point to the command and args to the command arguments
args = strchr( buf, ' ');
if (!args) continue;
*args++ = '\0';
//remove color espace sequences from the arguments
RemoveColorEscapeSequences( args );
if (!Q_stricmp(buf, "cp "))
{ /*CenterPrintf*/ }
else if (!Q_stricmp(buf, "cs"))
{ /*ConfigStringModified*/ }
else if (!Q_stricmp(buf, "scores"))
{ /*FIXME: parse scores?*/ }
else if (!Q_stricmp(buf, "clientLevelShot"))
{ /*ignore*/ }
}
//add the delta angles to the bot's current view angles
for (j = 0; j < 3; j++) {
bs->viewangles[j] = AngleMod(bs->viewangles[j] + SHORT2ANGLE(bs->cur_ps.delta_angles[j]));
}
//increase the local time of the bot
bs->ltime += thinktime;
//
bs->thinktime = thinktime;
//origin of the bot
VectorCopy(bs->cur_ps.origin, bs->origin);
//eye coordinates of the bot
VectorCopy(bs->cur_ps.origin, bs->eye);
bs->eye[2] += bs->cur_ps.viewheight;
//get the area the bot is in
#ifdef _DEBUG
start = trap_Milliseconds();
#endif
StandardBotAI(bs, thinktime);
#ifdef _DEBUG
end = trap_Milliseconds();
trap_Cvar_Update(&bot_debugmessages);
if (bot_debugmessages.integer)
{
Com_Printf("Single AI frametime: %i\n", (end - start));
}
#endif
//subtract the delta angles
for (j = 0; j < 3; j++) {
bs->viewangles[j] = AngleMod(bs->viewangles[j] - SHORT2ANGLE(bs->cur_ps.delta_angles[j]));
}
//everything was ok
return qtrue;
}
/*
==================
BotScheduleBotThink
==================
*/
void BotScheduleBotThink(void) {
int i, botnum;
botnum = 0;
for( i = 0; i < MAX_CLIENTS; i++ ) {
if( !botstates[i] || !botstates[i]->inuse ) {
continue;
}
//initialize the bot think residual time
botstates[i]->botthink_residual = BOT_THINK_TIME * botnum / numbots;
botnum++;
}
}
int PlayersInGame(void)
{
int i = 0;
gentity_t *ent;
int pl = 0;
while (i < MAX_CLIENTS)
{
ent = &g_entities[i];
if (ent && ent->client && ent->client->pers.connected == CON_CONNECTED)
{
pl++;
}
i++;
}
return pl;
}
/*
==============
BotAISetupClient
==============
*/
int BotAISetupClient(int client, struct bot_settings_s *settings, qboolean restart) {
bot_state_t *bs;
if (!botstates[client]) botstates[client] = (bot_state_t *) B_Alloc(sizeof(bot_state_t)); //G_Alloc(sizeof(bot_state_t));
//rww - G_Alloc bad! B_Alloc good.
memset(botstates[client], 0, sizeof(bot_state_t));
bs = botstates[client];
if (bs && bs->inuse) {
BotAI_Print(PRT_FATAL, "BotAISetupClient: client %d already setup\n", client);
return qfalse;
}
memcpy(&bs->settings, settings, sizeof(bot_settings_t));
bs->client = client; //need to know the client number before doing personality stuff
//initialize weapon weight defaults..
bs->botWeaponWeights[WP_NONE] = 0;
bs->botWeaponWeights[WP_STUN_BATON] = 1;
bs->botWeaponWeights[WP_SABER] = 10;
bs->botWeaponWeights[WP_BRYAR_PISTOL] = 11;
bs->botWeaponWeights[WP_BLASTER] = 12;
bs->botWeaponWeights[WP_DISRUPTOR] = 13;
bs->botWeaponWeights[WP_BOWCASTER] = 14;
bs->botWeaponWeights[WP_REPEATER] = 15;
bs->botWeaponWeights[WP_DEMP2] = 16;
bs->botWeaponWeights[WP_FLECHETTE] = 17;
bs->botWeaponWeights[WP_ROCKET_LAUNCHER] = 18;
bs->botWeaponWeights[WP_THERMAL] = 14;
bs->botWeaponWeights[WP_TRIP_MINE] = 0;
bs->botWeaponWeights[WP_DET_PACK] = 0;
bs->botWeaponWeights[WP_MELEE] = 1;
BotUtilizePersonality(bs);
if (g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL)
{
bs->botWeaponWeights[WP_SABER] = 13;
}
//allocate a goal state
bs->gs = trap_BotAllocGoalState(client);
//allocate a weapon state
bs->ws = trap_BotAllocWeaponState();
bs->inuse = qtrue;
bs->entitynum = client;
bs->setupcount = 4;
bs->entergame_time = FloatTime();
bs->ms = trap_BotAllocMoveState();
numbots++;
//NOTE: reschedule the bot thinking
BotScheduleBotThink();
if (PlayersInGame())
{ //don't talk to yourself
BotDoChat(bs, "GeneralGreetings", 0);
}
return qtrue;
}
/*
==============
BotAIShutdownClient
==============
*/
int BotAIShutdownClient(int client, qboolean restart) {
bot_state_t *bs;
bs = botstates[client];
if (!bs || !bs->inuse) {
//BotAI_Print(PRT_ERROR, "BotAIShutdownClient: client %d already shutdown\n", client);
return qfalse;
}
trap_BotFreeMoveState(bs->ms);
//free the goal state`
trap_BotFreeGoalState(bs->gs);
//free the weapon weights
trap_BotFreeWeaponState(bs->ws);
//
//clear the bot state
memset(bs, 0, sizeof(bot_state_t));
//set the inuse flag to qfalse
bs->inuse = qfalse;
//there's one bot less
numbots--;
//everything went ok
return qtrue;
}
/*
==============
BotResetState
called when a bot enters the intermission or observer mode and
when the level is changed
==============
*/
void BotResetState(bot_state_t *bs) {
int client, entitynum, inuse;
int movestate, goalstate, weaponstate;
bot_settings_t settings;
playerState_t ps; //current player state
float entergame_time;
//save some things that should not be reset here
memcpy(&settings, &bs->settings, sizeof(bot_settings_t));
memcpy(&ps, &bs->cur_ps, sizeof(playerState_t));
inuse = bs->inuse;
client = bs->client;
entitynum = bs->entitynum;
movestate = bs->ms;
goalstate = bs->gs;
weaponstate = bs->ws;
entergame_time = bs->entergame_time;
//reset the whole state
memset(bs, 0, sizeof(bot_state_t));
//copy back some state stuff that should not be reset
bs->ms = movestate;
bs->gs = goalstate;
bs->ws = weaponstate;
memcpy(&bs->cur_ps, &ps, sizeof(playerState_t));
memcpy(&bs->settings, &settings, sizeof(bot_settings_t));
bs->inuse = inuse;
bs->client = client;
bs->entitynum = entitynum;
bs->entergame_time = entergame_time;
//reset several states
if (bs->ms) trap_BotResetMoveState(bs->ms);
if (bs->gs) trap_BotResetGoalState(bs->gs);
if (bs->ws) trap_BotResetWeaponState(bs->ws);
if (bs->gs) trap_BotResetAvoidGoals(bs->gs);
if (bs->ms) trap_BotResetAvoidReach(bs->ms);
}
/*
==============
BotAILoadMap
==============
*/
int BotAILoadMap( int restart ) {
int i;
for (i = 0; i < MAX_CLIENTS; i++) {
if (botstates[i] && botstates[i]->inuse) {
BotResetState( botstates[i] );
botstates[i]->setupcount = 4;
}
}
return qtrue;
}
//rww - bot ai
//standard visibility check
int OrgVisible(vec3_t org1, vec3_t org2, int ignore)
{
trace_t tr;
trap_Trace(&tr, org1, NULL, NULL, org2, ignore, MASK_SOLID);
if (tr.fraction == 1)
{
return 1;
}
return 0;
}
//special waypoint visibility check
int WPOrgVisible(gentity_t *bot, vec3_t org1, vec3_t org2, int ignore)
{
trace_t tr;
gentity_t *ownent;
trap_Trace(&tr, org1, NULL, NULL, org2, ignore, MASK_SOLID);
if (tr.fraction == 1)
{
trap_Trace(&tr, org1, NULL, NULL, org2, ignore, MASK_PLAYERSOLID);
if (tr.fraction != 1 && tr.entityNum != ENTITYNUM_NONE && g_entities[tr.entityNum].s.eType == ET_SPECIAL)
{
if (g_entities[tr.entityNum].parent && g_entities[tr.entityNum].parent->client)
{
ownent = g_entities[tr.entityNum].parent;
if (OnSameTeam(bot, ownent) || bot->s.number == ownent->s.number)
{
return 1;
}
}
return 2;
}
return 1;
}
return 0;
}
//visibility check with hull trace
int OrgVisibleBox(vec3_t org1, vec3_t mins, vec3_t maxs, vec3_t org2, int ignore)
{
trace_t tr;
if (g_RMG.integer)
{
trap_Trace(&tr, org1, NULL, NULL, org2, ignore, MASK_SOLID);
}
else
{
trap_Trace(&tr, org1, mins, maxs, org2, ignore, MASK_SOLID);
}
if (tr.fraction == 1 && !tr.startsolid && !tr.allsolid)
{
return 1;
}
return 0;
}
//see if there's a func_* ent under the given pos.
//kind of badly done, but this shouldn't happen
//often.
int CheckForFunc(vec3_t org, int ignore)
{
gentity_t *fent;
vec3_t under;
trace_t tr;
VectorCopy(org, under);
under[2] -= 64;
trap_Trace(&tr, org, NULL, NULL, under, ignore, MASK_SOLID);
if (tr.fraction == 1)
{
return 0;
}
fent = &g_entities[tr.entityNum];
if (!fent)
{
return 0;
}
if (strstr(fent->classname, "func_"))
{
return 1; //there's a func brush here
}
return 0;
}
//perform pvs check based on rmg or not
qboolean BotPVSCheck( const vec3_t p1, const vec3_t p2 )
{
if (g_RMG.integer && bot_pvstype.integer)
{
vec3_t subPoint;
VectorSubtract(p1, p2, subPoint);
if (VectorLength(subPoint) > 5000)
{
return qfalse;
}
return qtrue;
}
return trap_InPVS(p1, p2);
}
//get the index to the nearest visible waypoint in the global trail
int GetNearestVisibleWP(vec3_t org, int ignore)
{
int i;
float bestdist;
float flLen;
int bestindex;
vec3_t a, mins, maxs;
i = 0;
if (g_RMG.integer)
{
bestdist = 300;
}
else
{
bestdist = 800;//99999;
//don't trace over 800 units away to avoid GIANT HORRIBLE SPEED HITS ^_^
}
bestindex = -1;
mins[0] = -15;
mins[1] = -15;
mins[2] = -1;
maxs[0] = 15;
maxs[1] = 15;
maxs[2] = 1;
while (i < gWPNum)
{
if (gWPArray[i] && gWPArray[i]->inuse)
{
VectorSubtract(org, gWPArray[i]->origin, a);
flLen = VectorLength(a);
if (flLen < bestdist && (g_RMG.integer || BotPVSCheck(org, gWPArray[i]->origin)) && OrgVisibleBox(org, mins, maxs, gWPArray[i]->origin, ignore))
{
bestdist = flLen;
bestindex = i;
}
}
i++;
}
return bestindex;
}
//wpDirection
//0 == FORWARD
//1 == BACKWARD
//see if this is a valid waypoint to pick up in our
//current state (whatever that may be)
int PassWayCheck(bot_state_t *bs, int windex)
{
if (!gWPArray[windex] || !gWPArray[windex]->inuse)
{ //bad point index
return 0;
}
if (g_RMG.integer)
{
if ((gWPArray[windex]->flags & WPFLAG_RED_FLAG) ||
(gWPArray[windex]->flags & WPFLAG_BLUE_FLAG))
{ //red or blue flag, we'd like to get here
return 1;
}
}
if (bs->wpDirection && (gWPArray[windex]->flags & WPFLAG_ONEWAY_FWD))
{ //we're not travelling in a direction on the trail that will allow us to pass this point
return 0;
}
else if (!bs->wpDirection && (gWPArray[windex]->flags & WPFLAG_ONEWAY_BACK))
{ //we're not travelling in a direction on the trail that will allow us to pass this point
return 0;
}
if (bs->wpCurrent && gWPArray[windex]->forceJumpTo &&
gWPArray[windex]->origin[2] > (bs->wpCurrent->origin[2]+64) &&
bs->cur_ps.fd.forcePowerLevel[FP_LEVITATION] < gWPArray[windex]->forceJumpTo)
{ //waypoint requires force jump level greater than our current one to pass
return 0;
}
return 1;
}
//tally up the distance between two waypoints
float TotalTrailDistance(int start, int end, bot_state_t *bs)
{
int beginat;
int endat;
float distancetotal;
distancetotal = 0;
if (start > end)
{
beginat = end;
endat = start;
}
else
{
beginat = start;
endat = end;
}
while (beginat < endat)
{
if (beginat >= gWPNum || !gWPArray[beginat] || !gWPArray[beginat]->inuse)
{ //invalid waypoint index
return -1;
}
if (!g_RMG.integer)
{
if ((end > start && gWPArray[beginat]->flags & WPFLAG_ONEWAY_BACK) ||
(start > end && gWPArray[beginat]->flags & WPFLAG_ONEWAY_FWD))
{ //a one-way point, this means this path cannot be travelled to the final point
return -1;
}
}
#if 0 //disabled force jump checks for now
if (gWPArray[beginat]->forceJumpTo)
{
if (gWPArray[beginat-1] && gWPArray[beginat-1]->origin[2]+64 < gWPArray[beginat]->origin[2])
{
gdif = gWPArray[beginat]->origin[2] - gWPArray[beginat-1]->origin[2];
}
if (gdif)
{
if (bs && bs->cur_ps.fd.forcePowerLevel[FP_LEVITATION] < gWPArray[beginat]->forceJumpTo)
{
return -1;
}
}
}
if (bs->wpCurrent && gWPArray[windex]->forceJumpTo &&
gWPArray[windex]->origin[2] > (bs->wpCurrent->origin[2]+64) &&
bs->cur_ps.fd.forcePowerLevel[FP_LEVITATION] < gWPArray[windex]->forceJumpTo)
{
return -1;
}
#endif
distancetotal += gWPArray[beginat]->disttonext;
beginat++;
}
return distancetotal;
}
//see if there's a route shorter than our current one to get
//to the final destination we currently desire
void CheckForShorterRoutes(bot_state_t *bs, int newwpindex)
{
float bestlen;
float checklen;
int bestindex;
int i;
int fj;
i = 0;
fj = 0;
if (!bs->wpDestination)
{
return;
}
//set our traversal direction based on the index of the point
if (newwpindex < bs->wpDestination->index)
{
bs->wpDirection = 0;
}
else if (newwpindex > bs->wpDestination->index)
{
bs->wpDirection = 1;
}
//can't switch again yet
if (bs->wpSwitchTime > level.time)
{
return;
}
//no neighboring points to check off of
if (!gWPArray[newwpindex]->neighbornum)
{
return;
}
//get the trail distance for our wp
bestindex = newwpindex;
bestlen = TotalTrailDistance(newwpindex, bs->wpDestination->index, bs);
while (i < gWPArray[newwpindex]->neighbornum)
{ //now go through the neighbors and check the distance to the desired point from each neighbor
checklen = TotalTrailDistance(gWPArray[newwpindex]->neighbors[i].num, bs->wpDestination->index, bs);
if (checklen < bestlen-64 || bestlen == -1)
{ //this path covers less distance, let's take it instead
if (bs->cur_ps.fd.forcePowerLevel[FP_LEVITATION] >= gWPArray[newwpindex]->neighbors[i].forceJumpTo)
{
bestlen = checklen;
bestindex = gWPArray[newwpindex]->neighbors[i].num;
if (gWPArray[newwpindex]->neighbors[i].forceJumpTo)
{
fj = gWPArray[newwpindex]->neighbors[i].forceJumpTo;
}
else
{
fj = 0;
}
}
}
i++;
}
if (bestindex != newwpindex && bestindex != -1)
{ //we found a path we want to switch to, let's do it
bs->wpCurrent = gWPArray[bestindex];
bs->wpSwitchTime = level.time + 3000;
if (fj)
{ //do we have to force jump to get to this neighbor?
#ifndef FORCEJUMP_INSTANTMETHOD
bs->forceJumpChargeTime = level.time + 1000;
bs->beStill = level.time + 1000;
bs->forceJumping = bs->forceJumpChargeTime;
#else
bs->beStill = level.time + 500;
bs->jumpTime = level.time + fj*1200;
bs->jDelay = level.time + 200;
bs->forceJumping = bs->jumpTime;
#endif
}
}
}
//check for flags on the waypoint we're currently travelling to
//and perform the desired behavior based on the flag
void WPConstantRoutine(bot_state_t *bs)
{
if (!bs->wpCurrent)
{
return;
}
if (bs->wpCurrent->flags & WPFLAG_DUCK)
{ //duck while travelling to this point
bs->duckTime = level.time + 100;
}
#ifndef FORCEJUMP_INSTANTMETHOD
if (bs->wpCurrent->flags & WPFLAG_JUMP)
{ //jump while travelling to this point
float heightDif = (bs->wpCurrent->origin[2] - bs->origin[2]+16);
if (bs->origin[2]+16 >= bs->wpCurrent->origin[2])
{ //don't need to jump, we're already higher than this point
heightDif = 0;
}
if (heightDif > 40 && (bs->cur_ps.fd.forcePowersKnown & (1 << FP_LEVITATION)) && (bs->cur_ps.fd.forceJumpCharge < (forceJumpStrength[bs->cur_ps.fd.forcePowerLevel[FP_LEVITATION]]-100) || bs->cur_ps.groundEntityNum == ENTITYNUM_NONE))
{ //alright, let's jump
bs->forceJumpChargeTime = level.time + 1000;
if (bs->cur_ps.groundEntityNum != ENTITYNUM_NONE && bs->jumpPrep < (level.time-300))
{
bs->jumpPrep = level.time + 700;
}
bs->beStill = level.time + 300;
bs->jumpTime = 0;
if (bs->wpSeenTime < (level.time + 600))
{
bs->wpSeenTime = level.time + 600;
}
}
else if (heightDif > 64 && !(bs->cur_ps.fd.forcePowersKnown & (1 << FP_LEVITATION)))
{ //this point needs force jump to reach and we don't have it
//Kill the current point and turn around
bs->wpCurrent = NULL;
if (bs->wpDirection)
{
bs->wpDirection = 0;
}
else
{
bs->wpDirection = 1;
}
return;
}
}
#endif
if (bs->wpCurrent->forceJumpTo)
{
#ifdef FORCEJUMP_INSTANTMETHOD
if (bs->origin[2]+16 < bs->wpCurrent->origin[2])
{
bs->jumpTime = level.time + 100;
}
#else
float heightDif = (bs->wpCurrent->origin[2] - bs->origin[2]+16);
if (bs->origin[2]+16 >= bs->wpCurrent->origin[2])
{ //then why exactly would we be force jumping?
heightDif = 0;
}
if (bs->cur_ps.fd.forceJumpCharge < (forceJumpStrength[bs->cur_ps.fd.forcePowerLevel[FP_LEVITATION]]-100))
{
bs->forceJumpChargeTime = level.time + 200;
}
#endif
}
}
//check if our ctf state is to guard the base
qboolean BotCTFGuardDuty(bot_state_t *bs)
{
if (g_gametype.integer != GT_CTF &&
g_gametype.integer != GT_CTY)
{
return qfalse;
}
if (bs->ctfState == CTFSTATE_DEFENDER)
{
return qtrue;
}
return qfalse;
}
//when we reach the waypoint we are travelling to,
//this function will be called. We will perform any
//checks for flags on the current wp and activate
//any "touch" events based on that.
void WPTouchRoutine(bot_state_t *bs)
{
int lastNum;
if (!bs->wpCurrent)
{
return;
}
bs->wpTravelTime = level.time + 10000;
if (bs->wpCurrent->flags & WPFLAG_NOMOVEFUNC)
{ //don't try to use any nearby map objects for a little while
bs->noUseTime = level.time + 4000;
}
#ifdef FORCEJUMP_INSTANTMETHOD
if ((bs->wpCurrent->flags & WPFLAG_JUMP) && bs->wpCurrent->forceJumpTo)
{ //jump if we're flagged to but not if this indicates a force jump point. Force jumping is
//handled elsewhere.
bs->jumpTime = level.time + 100;
}
#else
if ((bs->wpCurrent->flags & WPFLAG_JUMP) && !bs->wpCurrent->forceJumpTo)
{ //jump if we're flagged to but not if this indicates a force jump point. Force jumping is
//handled elsewhere.
bs->jumpTime = level.time + 100;
}
#endif
if (bs->isCamper && bot_camp.integer && (BotIsAChickenWuss(bs) || BotCTFGuardDuty(bs) || bs->isCamper == 2) && ((bs->wpCurrent->flags & WPFLAG_SNIPEORCAMP) || (bs->wpCurrent->flags & WPFLAG_SNIPEORCAMPSTAND)) &&
bs->cur_ps.weapon != WP_SABER && bs->cur_ps.weapon != WP_MELEE && bs->cur_ps.weapon != WP_STUN_BATON)
{ //if we're a camper and a chicken then camp
if (bs->wpDirection)
{
lastNum = bs->wpCurrent->index+1;
}
else
{
lastNum = bs->wpCurrent->index-1;
}
if (gWPArray[lastNum] && gWPArray[lastNum]->inuse && gWPArray[lastNum]->index && bs->isCamping < level.time)
{
bs->isCamping = level.time + rand()%15000 + 30000;
bs->wpCamping = bs->wpCurrent;
bs->wpCampingTo = gWPArray[lastNum];
if (bs->wpCurrent->flags & WPFLAG_SNIPEORCAMPSTAND)
{
bs->campStanding = qtrue;
}
else
{
bs->campStanding = qfalse;
}
}
}
else if ((bs->cur_ps.weapon == WP_SABER || bs->cur_ps.weapon == WP_STUN_BATON || bs->cur_ps.weapon == WP_MELEE) &&
bs->isCamping > level.time)
{ //don't snipe/camp with a melee weapon, that would be silly
bs->isCamping = 0;
bs->wpCampingTo = NULL;
bs->wpCamping = NULL;
}
if (bs->wpDestination)
{
if (bs->wpCurrent->index == bs->wpDestination->index)
{
bs->wpDestination = NULL;
if (bs->runningLikeASissy)
{ //this obviously means we're scared and running, so we'll want to keep our navigational priorities less delayed
bs->destinationGrabTime = level.time + 500;
}
else
{
bs->destinationGrabTime = level.time + 3500;
}
}
else
{
CheckForShorterRoutes(bs, bs->wpCurrent->index);
}
}
}
//could also slowly lerp toward, but for now
//just copying straight over.
void MoveTowardIdealAngles(bot_state_t *bs)
{
VectorCopy(bs->goalAngles, bs->ideal_viewangles);
}
#define BOT_STRAFE_AVOIDANCE
#ifdef BOT_STRAFE_AVOIDANCE
#define STRAFEAROUND_RIGHT 1
#define STRAFEAROUND_LEFT 2
//do some trace checks for strafing to get an idea of where we
//are and if we should move to avoid obstacles.
int BotTrace_Strafe(bot_state_t *bs, vec3_t traceto)
{
vec3_t playerMins = {-15, -15, /*DEFAULT_MINS_2*/-8};
vec3_t playerMaxs = {15, 15, DEFAULT_MAXS_2};
vec3_t from, to;
vec3_t dirAng, dirDif;
vec3_t forward, right;
trace_t tr;
if (bs->cur_ps.groundEntityNum == ENTITYNUM_NONE)
{ //don't do this in the air, it can be.. dangerous.
return 0;
}
VectorSubtract(traceto, bs->origin, dirAng);
VectorNormalize(dirAng);
vectoangles(dirAng, dirAng);
if (AngleDifference(bs->viewangles[YAW], dirAng[YAW]) > 60 ||
AngleDifference(bs->viewangles[YAW], dirAng[YAW]) < -60)
{ //If we aren't facing the direction we're going here, then we've got enough excuse to be too stupid to strafe around anyway
return 0;
}
VectorCopy(bs->origin, from);
VectorCopy(traceto, to);
VectorSubtract(to, from, dirDif);
VectorNormalize(dirDif);
vectoangles(dirDif, dirDif);
AngleVectors(dirDif, forward, 0, 0);
to[0] = from[0] + forward[0]*32;
to[1] = from[1] + forward[1]*32;
to[2] = from[2] + forward[2]*32;
trap_Trace(&tr, from, playerMins, playerMaxs, to, bs->client, MASK_PLAYERSOLID);
if (tr.fraction == 1)
{
return 0;
}
AngleVectors(dirAng, 0, right, 0);
from[0] += right[0]*32;
from[1] += right[1]*32;
from[2] += right[2]*16;
to[0] += right[0]*32;
to[1] += right[1]*32;
to[2] += right[2]*32;
trap_Trace(&tr, from, playerMins, playerMaxs, to, bs->client, MASK_PLAYERSOLID);
if (tr.fraction == 1)
{
return STRAFEAROUND_RIGHT;
}
from[0] -= right[0]*64;
from[1] -= right[1]*64;
from[2] -= right[2]*64;
to[0] -= right[0]*64;
to[1] -= right[1]*64;
to[2] -= right[2]*64;
trap_Trace(&tr, from, playerMins, playerMaxs, to, bs->client, MASK_PLAYERSOLID);
if (tr.fraction == 1)
{
return STRAFEAROUND_LEFT;
}
return 0;
}
#endif
//Similar to the trace check, but we want to trace to see
//if there's anything we can jump over.
int BotTrace_Jump(bot_state_t *bs, vec3_t traceto)
{
vec3_t mins, maxs, a, fwd, traceto_mod, tracefrom_mod;
trace_t tr;
int orTr;
VectorSubtract(traceto, bs->origin, a);
vectoangles(a, a);
AngleVectors(a, fwd, NULL, NULL);
traceto_mod[0] = bs->origin[0] + fwd[0]*4;
traceto_mod[1] = bs->origin[1] + fwd[1]*4;
traceto_mod[2] = bs->origin[2] + fwd[2]*4;
mins[0] = -15;
mins[1] = -15;
mins[2] = -18;
maxs[0] = 15;
maxs[1] = 15;
maxs[2] = 32;
trap_Trace(&tr, bs->origin, mins, maxs, traceto_mod, bs->client, MASK_PLAYERSOLID);
if (tr.fraction == 1)
{
return 0;
}
orTr = tr.entityNum;
VectorCopy(bs->origin, tracefrom_mod);
tracefrom_mod[2] += 41;
traceto_mod[2] += 41;
mins[0] = -15;
mins[1] = -15;
mins[2] = 0;
maxs[0] = 15;
maxs[1] = 15;
maxs[2] = 8;
trap_Trace(&tr, tracefrom_mod, mins, maxs, traceto_mod, bs->client, MASK_PLAYERSOLID);
if (tr.fraction == 1)
{
if (orTr >= 0 && orTr < MAX_CLIENTS && botstates[orTr] && botstates[orTr]->jumpTime > level.time)
{
return 0; //so bots don't try to jump over each other at the same time
}
if (bs->currentEnemy && bs->currentEnemy->s.number == orTr && (BotGetWeaponRange(bs) == BWEAPONRANGE_SABER || BotGetWeaponRange(bs) == BWEAPONRANGE_MELEE))
{
return 0;
}
return 1;
}
return 0;
}
//And yet another check to duck under any obstacles.
int BotTrace_Duck(bot_state_t *bs, vec3_t traceto)
{
vec3_t mins, maxs, a, fwd, traceto_mod, tracefrom_mod;
trace_t tr;
VectorSubtract(traceto, bs->origin, a);
vectoangles(a, a);
AngleVectors(a, fwd, NULL, NULL);
traceto_mod[0] = bs->origin[0] + fwd[0]*4;
traceto_mod[1] = bs->origin[1] + fwd[1]*4;
traceto_mod[2] = bs->origin[2] + fwd[2]*4;
mins[0] = -15;
mins[1] = -15;
mins[2] = -23;
maxs[0] = 15;
maxs[1] = 15;
maxs[2] = 8;
trap_Trace(&tr, bs->origin, mins, maxs, traceto_mod, bs->client, MASK_PLAYERSOLID);
if (tr.fraction != 1)
{
return 0;
}
VectorCopy(bs->origin, tracefrom_mod);
tracefrom_mod[2] += 31;//33;
traceto_mod[2] += 31;//33;
mins[0] = -15;
mins[1] = -15;
mins[2] = 0;
maxs[0] = 15;
maxs[1] = 15;
maxs[2] = 32;
trap_Trace(&tr, tracefrom_mod, mins, maxs, traceto_mod, bs->client, MASK_PLAYERSOLID);
if (tr.fraction != 1)
{
return 1;
}
return 0;
}
//check of the potential enemy is a valid one
int PassStandardEnemyChecks(bot_state_t *bs, gentity_t *en)
{
if (!bs || !en)
{ //shouldn't happen
return 0;
}
if (!en->client)
{ //not a client, don't care about him
return 0;
}
if (en->health < 1)
{ //he's already dead
return 0;
}
if (!en->takedamage)
{ //a client that can't take damage?
return 0;
}
if (bs->doingFallback &&
(gLevelFlags & LEVELFLAG_IGNOREINFALLBACK))
{ //we screwed up in our nav routines somewhere and we've reverted to a fallback state to
//try to get back on the trail. If the level specifies to ignore enemies in this state,
//then ignore them.
return 0;
}
if (en->client->ps.pm_type == PM_INTERMISSION ||
en->client->ps.pm_type == PM_SPECTATOR ||
en->client->sess.sessionTeam == TEAM_SPECTATOR)
{ //don't attack spectators
return 0;
}
if (!en->client->pers.connected)
{ //a "zombie" client?
return 0;
}
if (!en->s.solid)
{ //shouldn't happen
return 0;
}
if (bs->client == en->s.number)
{ //don't attack yourself
return 0;
}
if (OnSameTeam(&g_entities[bs->client], en))
{ //don't attack teammates
return 0;
}
if (BotMindTricked(bs->client, en->s.number))
{
if (bs->currentEnemy && bs->currentEnemy->s.number == en->s.number)
{ //if mindtricked by this enemy, then be less "aware" of them, even though
//we know they're there.
vec3_t vs;
float vLen = 0;
VectorSubtract(bs->origin, en->client->ps.origin, vs);
vLen = VectorLength(vs);
if (vLen > 64 /*&& (level.time - en->client->dangerTime) > 150*/)
{
return 0;
}
}
}
if (en->client->ps.duelInProgress && en->client->ps.duelIndex != bs->client)
{ //don't attack duelists unless you're dueling them
return 0;
}
if (bs->cur_ps.duelInProgress && en->s.number != bs->cur_ps.duelIndex)
{ //ditto, the other way around
return 0;
}
if (g_gametype.integer == GT_JEDIMASTER && !en->client->ps.isJediMaster && !bs->cur_ps.isJediMaster)
{ //rules for attacking non-JM in JM mode
vec3_t vs;
float vLen = 0;
if (!g_friendlyFire.integer)
{ //can't harm non-JM in JM mode if FF is off
return 0;
}
VectorSubtract(bs->origin, en->client->ps.origin, vs);
vLen = VectorLength(vs);
if (vLen > 350)
{
return 0;
}
}
return 1;
}
//Notifies the bot that he has taken damage from "attacker".
void BotDamageNotification(gclient_t *bot, gentity_t *attacker)
{
bot_state_t *bs;
bot_state_t *bs_a;
int i;
if (!bot || !attacker || !attacker->client)
{
return;
}
if (bot->ps.clientNum >= MAX_CLIENTS)
{ //an NPC.. do nothing for them.
return;
}
if (attacker->s.number >= MAX_CLIENTS)
{ //if attacker is an npc also don't care I suppose.
return;
}
bs_a = botstates[attacker->s.number];
if (bs_a)
{ //if the client attacking us is a bot as well
bs_a->lastAttacked = &g_entities[bot->ps.clientNum];
i = 0;
while (i < MAX_CLIENTS)
{
if (botstates[i] &&
i != bs_a->client &&
botstates[i]->lastAttacked == &g_entities[bot->ps.clientNum])
{
botstates[i]->lastAttacked = NULL;
}
i++;
}
}
else //got attacked by a real client, so no one gets rights to lastAttacked
{
i = 0;
while (i < MAX_CLIENTS)
{
if (botstates[i] &&
botstates[i]->lastAttacked == &g_entities[bot->ps.clientNum])
{
botstates[i]->lastAttacked = NULL;
}
i++;
}
}
bs = botstates[bot->ps.clientNum];
if (!bs)
{
return;
}
bs->lastHurt = attacker;
if (bs->currentEnemy)
{ //we don't care about the guy attacking us if we have an enemy already
return;
}
if (!PassStandardEnemyChecks(bs, attacker))
{ //the person that hurt us is not a valid enemy
return;
}
if (PassLovedOneCheck(bs, attacker))
{ //the person that hurt us is the one we love!
bs->currentEnemy = attacker;
bs->enemySeenTime = level.time + ENEMY_FORGET_MS;
}
}
//perform cheap "hearing" checks based on the event catching
//system
int BotCanHear(bot_state_t *bs, gentity_t *en, float endist)
{
float minlen;
if (!en || !en->client)
{
return 0;
}
if (en && en->client && en->client->ps.otherSoundTime > level.time)
{ //they made a noise in recent time
minlen = en->client->ps.otherSoundLen;
goto checkStep;
}
if (en && en->client && en->client->ps.footstepTime > level.time)
{ //they made a footstep
minlen = 256;
goto checkStep;
}
if (gBotEventTracker[en->s.number].eventTime < level.time)
{ //no recent events to check
return 0;
}
switch(gBotEventTracker[en->s.number].events[gBotEventTracker[en->s.number].eventSequence & (MAX_PS_EVENTS-1)])
{ //did the last event contain a sound?
case EV_GLOBAL_SOUND:
minlen = 256;
break;
case EV_FIRE_WEAPON:
case EV_ALT_FIRE:
case EV_SABER_ATTACK:
minlen = 512;
break;
case EV_STEP_4:
case EV_STEP_8:
case EV_STEP_12:
case EV_STEP_16:
case EV_FOOTSTEP:
case EV_FOOTSTEP_METAL:
case EV_FOOTWADE:
minlen = 256;
break;
case EV_JUMP:
case EV_ROLL:
minlen = 256;
break;
default:
minlen = 999999;
break;
}
checkStep:
if (BotMindTricked(bs->client, en->s.number))
{ //if mindtricked by this person, cut down on the minlen so they can't "hear" as well
minlen /= 4;
}
if (endist <= minlen)
{ //we heard it
return 1;
}
return 0;
}
//check for new events
void UpdateEventTracker(void)
{
int i;
i = 0;
while (i < MAX_CLIENTS)
{
if (gBotEventTracker[i].eventSequence != level.clients[i].ps.eventSequence)
{ //updated event
gBotEventTracker[i].eventSequence = level.clients[i].ps.eventSequence;
gBotEventTracker[i].events[0] = level.clients[i].ps.events[0];
gBotEventTracker[i].events[1] = level.clients[i].ps.events[1];
gBotEventTracker[i].eventTime = level.time + 0.5;
}
i++;
}
}
//check if said angles are within our fov
int InFieldOfVision(vec3_t viewangles, float fov, vec3_t angles)
{
int i;
float diff, angle;
for (i = 0; i < 2; i++)
{
angle = AngleMod(viewangles[i]);
angles[i] = AngleMod(angles[i]);
diff = angles[i] - angle;
if (angles[i] > angle)
{
if (diff > 180.0)
{
diff -= 360.0;
}
}
else
{
if (diff < -180.0)
{
diff += 360.0;
}
}
if (diff > 0)
{
if (diff > fov * 0.5)
{
return 0;
}
}
else
{
if (diff < -fov * 0.5)
{
return 0;
}
}
}
return 1;
}
//We cannot hurt the ones we love. Unless of course this
//function says we can.
int PassLovedOneCheck(bot_state_t *bs, gentity_t *ent)
{
int i;
bot_state_t *loved;
if (!bs->lovednum)
{
return 1;
}
if (g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL)
{ //There is no love in 1-on-1
return 1;
}
i = 0;
if (!botstates[ent->s.number])
{ //not a bot
return 1;
}
if (!bot_attachments.integer)
{
return 1;
}
loved = botstates[ent->s.number];
while (i < bs->lovednum)
{
if (strcmp(level.clients[loved->client].pers.netname, bs->loved[i].name) == 0)
{
if (!IsTeamplay() && bs->loved[i].level < 2)
{ //if FFA and level of love is not greater than 1, just don't care
return 1;
}
else if (IsTeamplay() && !OnSameTeam(&g_entities[bs->client], &g_entities[loved->client]) && bs->loved[i].level < 2)
{ //is teamplay, but not on same team and level < 2
return 1;
}
else
{
return 0;
}
}
i++;
}
return 1;
}
qboolean G_ThereIsAMaster(void);
//standard check to find a new enemy.
int ScanForEnemies(bot_state_t *bs)
{
vec3_t a;
float distcheck;
float closest;
int bestindex;
int i;
float hasEnemyDist = 0;
qboolean noAttackNonJM = qfalse;
closest = 999999;
i = 0;
bestindex = -1;
if (bs->currentEnemy)
{ //only switch to a new enemy if he's significantly closer
hasEnemyDist = bs->frame_Enemy_Len;
}
if (bs->currentEnemy && bs->currentEnemy->client &&
bs->currentEnemy->client->ps.isJediMaster)
{ //The Jedi Master must die.
return -1;
}
if (g_gametype.integer == GT_JEDIMASTER)
{
if (G_ThereIsAMaster() && !bs->cur_ps.isJediMaster)
{ //if friendly fire is on in jedi master we can attack people that bug us
if (!g_friendlyFire.integer)
{
noAttackNonJM = qtrue;
}
else
{
closest = 128; //only get mad at people if they get close enough to you to anger you, or hurt you
}
}
}
while (i <= MAX_CLIENTS)
{
if (i != bs->client && g_entities[i].client && !OnSameTeam(&g_entities[bs->client], &g_entities[i]) && PassStandardEnemyChecks(bs, &g_entities[i]) && BotPVSCheck(g_entities[i].client->ps.origin, bs->eye) && PassLovedOneCheck(bs, &g_entities[i]))
{
VectorSubtract(g_entities[i].client->ps.origin, bs->eye, a);
distcheck = VectorLength(a);
vectoangles(a, a);
if (g_entities[i].client->ps.isJediMaster)
{ //make us think the Jedi Master is close so we'll attack him above all
distcheck = 1;
}
if (distcheck < closest && ((InFieldOfVision(bs->viewangles, 90, a) && !BotMindTricked(bs->client, i)) || BotCanHear(bs, &g_entities[i], distcheck)) && OrgVisible(bs->eye, g_entities[i].client->ps.origin, -1))
{
if (BotMindTricked(bs->client, i))
{
if (distcheck < 256 || (level.time - g_entities[i].client->dangerTime) < 100)
{
if (!hasEnemyDist || distcheck < (hasEnemyDist - 128))
{ //if we have an enemy, only switch to closer if he is 128+ closer to avoid flipping out
if (!noAttackNonJM || g_entities[i].client->ps.isJediMaster)
{
closest = distcheck;
bestindex = i;
}
}
}
}
else
{
if (!hasEnemyDist || distcheck < (hasEnemyDist - 128))
{ //if we have an enemy, only switch to closer if he is 128+ closer to avoid flipping out
if (!noAttackNonJM || g_entities[i].client->ps.isJediMaster)
{
closest = distcheck;
bestindex = i;
}
}
}
}
}
i++;
}
return bestindex;
}
int WaitingForNow(bot_state_t *bs, vec3_t goalpos)
{ //checks if the bot is doing something along the lines of waiting for an elevator to raise up
vec3_t xybot, xywp, a;
if (!bs->wpCurrent)
{
return 0;
}
if ((int)goalpos[0] != (int)bs->wpCurrent->origin[0] ||
(int)goalpos[1] != (int)bs->wpCurrent->origin[1] ||
(int)goalpos[2] != (int)bs->wpCurrent->origin[2])
{
return 0;
}
VectorCopy(bs->origin, xybot);
VectorCopy(bs->wpCurrent->origin, xywp);
xybot[2] = 0;
xywp[2] = 0;
VectorSubtract(xybot, xywp, a);
if (VectorLength(a) < 16 && bs->frame_Waypoint_Len > 100)
{
if (CheckForFunc(bs->origin, bs->client))
{
return 1; //we're probably standing on an elevator and riding up/down. Or at least we hope so.
}
}
else if (VectorLength(a) < 64 && bs->frame_Waypoint_Len > 64 &&
CheckForFunc(bs->origin, bs->client))
{
bs->noUseTime = level.time + 2000;
}
return 0;
}
//get an ideal distance for us to be at in relation to our opponent
//based on our weapon.
int BotGetWeaponRange(bot_state_t *bs)
{
switch (bs->cur_ps.weapon)
{
case WP_STUN_BATON:
case WP_MELEE:
return BWEAPONRANGE_MELEE;
case WP_SABER:
return BWEAPONRANGE_SABER;
case WP_BRYAR_PISTOL:
return BWEAPONRANGE_MID;
case WP_BLASTER:
return BWEAPONRANGE_MID;
case WP_DISRUPTOR:
return BWEAPONRANGE_MID;
case WP_BOWCASTER:
return BWEAPONRANGE_LONG;
case WP_REPEATER:
return BWEAPONRANGE_MID;
case WP_DEMP2:
return BWEAPONRANGE_LONG;
case WP_FLECHETTE:
return BWEAPONRANGE_LONG;
case WP_ROCKET_LAUNCHER:
return BWEAPONRANGE_LONG;
case WP_THERMAL:
return BWEAPONRANGE_LONG;
case WP_TRIP_MINE:
return BWEAPONRANGE_LONG;
case WP_DET_PACK:
return BWEAPONRANGE_LONG;
default:
return BWEAPONRANGE_MID;
}
}
//see if we want to run away from the opponent for whatever reason
int BotIsAChickenWuss(bot_state_t *bs)
{
int bWRange;
if (gLevelFlags & LEVELFLAG_IMUSTNTRUNAWAY)
{ //The level says we mustn't run away!
return 0;
}
if (g_gametype.integer == GT_SINGLE_PLAYER)
{ //"coop" (not really)
return 0;
}
if (g_gametype.integer == GT_JEDIMASTER && !bs->cur_ps.isJediMaster)
{ //Then you may know no fear.
//Well, unless he's strong.
if (bs->currentEnemy && bs->currentEnemy->client &&
bs->currentEnemy->client->ps.isJediMaster &&
bs->currentEnemy->health > 40 &&
bs->cur_ps.weapon < WP_ROCKET_LAUNCHER)
{ //explosive weapons are most effective against the Jedi Master
goto jmPass;
}
return 0;
}
if (g_gametype.integer == GT_CTF && bs->currentEnemy && bs->currentEnemy->client)
{
if (bs->currentEnemy->client->ps.powerups[PW_REDFLAG] ||
bs->currentEnemy->client->ps.powerups[PW_BLUEFLAG])
{ //don't be afraid of flag carriers, they must die!
return 0;
}
}
jmPass:
if (bs->chickenWussCalculationTime > level.time)
{
return 2; //don't want to keep going between two points...
}
if (bs->cur_ps.fd.forcePowersActive & (1 << FP_RAGE))
{ //don't run while raging
return 0;
}
if (g_gametype.integer == GT_JEDIMASTER && !bs->cur_ps.isJediMaster)
{ //be frightened of the jedi master? I guess in this case.
return 1;
}
bs->chickenWussCalculationTime = level.time + MAX_CHICKENWUSS_TIME;
if (g_entities[bs->client].health < BOT_RUN_HEALTH)
{ //we're low on health, let's get away
return 1;
}
bWRange = BotGetWeaponRange(bs);
if (bWRange == BWEAPONRANGE_MELEE || bWRange == BWEAPONRANGE_SABER)
{
if (bWRange != BWEAPONRANGE_SABER || !bs->saberSpecialist)
{ //run away if we're using melee, or if we're using a saber and not a "saber specialist"
return 1;
}
}
if (bs->cur_ps.weapon == WP_BRYAR_PISTOL)
{ //the bryar is a weak weapon, so just try to find a new one if it's what you're having to use
return 1;
}
if (bs->currentEnemy && bs->currentEnemy->client &&
bs->currentEnemy->client->ps.weapon == WP_SABER &&
bs->frame_Enemy_Len < 512 && bs->cur_ps.weapon != WP_SABER)
{ //if close to an enemy with a saber and not using a saber, then try to back off
return 1;
}
if ((level.time-bs->cur_ps.electrifyTime) < 16000)
{ //lightning is dangerous.
return 1;
}
//didn't run, reset the timer
bs->chickenWussCalculationTime = 0;
return 0;
}
//look for "bad things". bad things include detpacks, thermal detonators,
//and other dangerous explodey items.
gentity_t *GetNearestBadThing(bot_state_t *bs)
{
int i = 0;
float glen;
vec3_t hold;
int bestindex = 0;
float bestdist = 800; //if not within a radius of 800, it's no threat anyway
int foundindex = 0;
float factor = 0;
gentity_t *ent;
trace_t tr;
while (i < level.num_entities)
{
ent = &g_entities[i];
if ( (ent &&
!ent->client &&
ent->inuse &&
ent->damage &&
/*(ent->s.weapon == WP_THERMAL || ent->s.weapon == WP_FLECHETTE)*/
ent->s.weapon &&
ent->splashDamage) ||
(ent &&
ent->genericValue5 == 1000 &&
ent->inuse &&
ent->health > 0 &&
ent->genericValue3 != bs->client &&
g_entities[ent->genericValue3].client && !OnSameTeam(&g_entities[bs->client], &g_entities[ent->genericValue3])) )
{ //try to escape from anything with a non-0 s.weapon and non-0 damage. This hopefully only means dangerous projectiles.
//Or a sentry gun if bolt_Head == 1000. This is a terrible hack, yes.
VectorSubtract(bs->origin, ent->r.currentOrigin, hold);
glen = VectorLength(hold);
if (ent->s.weapon != WP_THERMAL && ent->s.weapon != WP_FLECHETTE &&
ent->s.weapon != WP_DET_PACK && ent->s.weapon != WP_TRIP_MINE)
{
factor = 0.5;
if (ent->s.weapon && glen <= 256 && bs->settings.skill > 2)
{ //it's a projectile so push it away
bs->doForcePush = level.time + 700;
//G_Printf("PUSH PROJECTILE\n");
}
}
else
{
factor = 1;
}
if (ent->s.weapon == WP_ROCKET_LAUNCHER &&
(ent->r.ownerNum == bs->client ||
(ent->r.ownerNum > 0 && ent->r.ownerNum < MAX_CLIENTS &&
g_entities[ent->r.ownerNum].client && OnSameTeam(&g_entities[bs->client], &g_entities[ent->r.ownerNum]))) )
{ //don't be afraid of your own rockets or your teammates' rockets
factor = 0;
}
if (glen < bestdist*factor && BotPVSCheck(bs->origin, ent->s.pos.trBase))
{
trap_Trace(&tr, bs->origin, NULL, NULL, ent->s.pos.trBase, bs->client, MASK_SOLID);
if (tr.fraction == 1 || tr.entityNum == ent->s.number)
{
bestindex = i;
bestdist = glen;
foundindex = 1;
}
}
}
if (ent && !ent->client && ent->inuse && ent->damage && ent->s.weapon && ent->r.ownerNum < MAX_CLIENTS && ent->r.ownerNum >= 0)
{ //if we're in danger of a projectile belonging to someone and don't have an enemy, set the enemy to them
gentity_t *projOwner = &g_entities[ent->r.ownerNum];
if (projOwner && projOwner->inuse && projOwner->client)
{
if (!bs->currentEnemy)
{
if (PassStandardEnemyChecks(bs, projOwner))
{
if (PassLovedOneCheck(bs, projOwner))
{
VectorSubtract(bs->origin, ent->r.currentOrigin, hold);
glen = VectorLength(hold);
if (glen < 512)
{
bs->currentEnemy = projOwner;
bs->enemySeenTime = level.time + ENEMY_FORGET_MS;
}
}
}
}
}
}
i++;
}
if (foundindex)
{
bs->dontGoBack = level.time + 1500;
return &g_entities[bestindex];
}
else
{
return NULL;
}
}
//Keep our CTF priorities on defending our team's flag
int BotDefendFlag(bot_state_t *bs)
{
wpobject_t *flagPoint;
vec3_t a;
if (level.clients[bs->client].sess.sessionTeam == TEAM_RED)
{
flagPoint = flagRed;
}
else if (level.clients[bs->client].sess.sessionTeam == TEAM_BLUE)
{
flagPoint = flagBlue;
}
else
{
return 0;
}
if (!flagPoint)
{
return 0;
}
VectorSubtract(bs->origin, flagPoint->origin, a);
if (VectorLength(a) > BASE_GUARD_DISTANCE)
{
bs->wpDestination = flagPoint;
}
return 1;
}
//Keep our CTF priorities on getting the other team's flag
int BotGetEnemyFlag(bot_state_t *bs)
{
wpobject_t *flagPoint;
vec3_t a;
if (level.clients[bs->client].sess.sessionTeam == TEAM_RED)
{
flagPoint = flagBlue;
}
else if (level.clients[bs->client].sess.sessionTeam == TEAM_BLUE)
{
flagPoint = flagRed;
}
else
{
return 0;
}
if (!flagPoint)
{
return 0;
}
VectorSubtract(bs->origin, flagPoint->origin, a);
if (VectorLength(a) > BASE_GETENEMYFLAG_DISTANCE)
{
bs->wpDestination = flagPoint;
}
return 1;
}
//Our team's flag is gone, so try to get it back
int BotGetFlagBack(bot_state_t *bs)
{
int i = 0;
int myFlag = 0;
int foundCarrier = 0;
int tempInt = 0;
gentity_t *ent = NULL;
vec3_t usethisvec;
if (level.clients[bs->client].sess.sessionTeam == TEAM_RED)
{
myFlag = PW_REDFLAG;
}
else
{
myFlag = PW_BLUEFLAG;
}
while (i < MAX_CLIENTS)
{
ent = &g_entities[i];
if (ent && ent->client && ent->client->ps.powerups[myFlag] && !OnSameTeam(&g_entities[bs->client], ent))
{
foundCarrier = 1;
break;
}
i++;
}
if (!foundCarrier)
{
return 0;
}
if (!ent)
{
return 0;
}
if (bs->wpDestSwitchTime < level.time)
{
if (ent->client)
{
VectorCopy(ent->client->ps.origin, usethisvec);
}
else
{
VectorCopy(ent->s.origin, usethisvec);
}
tempInt = GetNearestVisibleWP(usethisvec, 0);
if (tempInt != -1 && TotalTrailDistance(bs->wpCurrent->index, tempInt, bs) != -1)
{
bs->wpDestination = gWPArray[tempInt];
bs->wpDestSwitchTime = level.time + Q_irand(1000, 5000);
}
}
return 1;
}
//Someone else on our team has the enemy flag, so try to get
//to their assistance
int BotGuardFlagCarrier(bot_state_t *bs)
{
int i = 0;
int enemyFlag = 0;
int foundCarrier = 0;
int tempInt = 0;
gentity_t *ent = NULL;
vec3_t usethisvec;
if (level.clients[bs->client].sess.sessionTeam == TEAM_RED)
{
enemyFlag = PW_BLUEFLAG;
}
else
{
enemyFlag = PW_REDFLAG;
}
while (i < MAX_CLIENTS)
{
ent = &g_entities[i];
if (ent && ent->client && ent->client->ps.powerups[enemyFlag] && OnSameTeam(&g_entities[bs->client], ent))
{
foundCarrier = 1;
break;
}
i++;
}
if (!foundCarrier)
{
return 0;
}
if (!ent)
{
return 0;
}
if (bs->wpDestSwitchTime < level.time)
{
if (ent->client)
{
VectorCopy(ent->client->ps.origin, usethisvec);
}
else
{
VectorCopy(ent->s.origin, usethisvec);
}
tempInt = GetNearestVisibleWP(usethisvec, 0);
if (tempInt != -1 && TotalTrailDistance(bs->wpCurrent->index, tempInt, bs) != -1)
{
bs->wpDestination = gWPArray[tempInt];
bs->wpDestSwitchTime = level.time + Q_irand(1000, 5000);
}
}
return 1;
}
//We have the flag, let's get it home.
int BotGetFlagHome(bot_state_t *bs)
{
wpobject_t *flagPoint;
vec3_t a;
if (level.clients[bs->client].sess.sessionTeam == TEAM_RED)
{
flagPoint = flagRed;
}
else if (level.clients[bs->client].sess.sessionTeam == TEAM_BLUE)
{
flagPoint = flagBlue;
}
else
{
return 0;
}
if (!flagPoint)
{
return 0;
}
VectorSubtract(bs->origin, flagPoint->origin, a);
if (VectorLength(a) > BASE_FLAGWAIT_DISTANCE)
{
bs->wpDestination = flagPoint;
}
return 1;
}
void GetNewFlagPoint(wpobject_t *wp, gentity_t *flagEnt, int team)
{ //get the nearest possible waypoint to the flag since it's not in its original position
int i = 0;
vec3_t a, mins, maxs;
float bestdist;
float testdist;
int bestindex = 0;
int foundindex = 0;
trace_t tr;
mins[0] = -15;
mins[1] = -15;
mins[2] = -5;
maxs[0] = 15;
maxs[1] = 15;
maxs[2] = 5;
VectorSubtract(wp->origin, flagEnt->s.pos.trBase, a);
bestdist = VectorLength(a);
if (bestdist <= WP_KEEP_FLAG_DIST)
{
trap_Trace(&tr, wp->origin, mins, maxs, flagEnt->s.pos.trBase, flagEnt->s.number, MASK_SOLID);
if (tr.fraction == 1)
{ //this point is good
return;
}
}
while (i < gWPNum)
{
VectorSubtract(gWPArray[i]->origin, flagEnt->s.pos.trBase, a);
testdist = VectorLength(a);
if (testdist < bestdist)
{
trap_Trace(&tr, gWPArray[i]->origin, mins, maxs, flagEnt->s.pos.trBase, flagEnt->s.number, MASK_SOLID);
if (tr.fraction == 1)
{
foundindex = 1;
bestindex = i;
bestdist = testdist;
}
}
i++;
}
if (foundindex)
{
if (team == TEAM_RED)
{
flagRed = gWPArray[bestindex];
}
else
{
flagBlue = gWPArray[bestindex];
}
}
}
//See if our CTF state should take priority in our nav routines
int CTFTakesPriority(bot_state_t *bs)
{
gentity_t *ent = NULL;
int enemyFlag = 0;
int myFlag = 0;
int enemyHasOurFlag = 0;
int weHaveEnemyFlag = 0;
int numOnMyTeam = 0;
int numOnEnemyTeam = 0;
int numAttackers = 0;
int numDefenders = 0;
int i = 0;
int idleWP;
int dosw = 0;
wpobject_t *dest_sw = NULL;
#ifdef BOT_CTF_DEBUG
vec3_t t;
G_Printf("CTFSTATE: %s\n", ctfStateNames[bs->ctfState]);
#endif
if (g_gametype.integer != GT_CTF && g_gametype.integer != GT_CTY)
{
return 0;
}
if (bs->cur_ps.weapon == WP_BRYAR_PISTOL &&
(level.time - bs->lastDeadTime) < BOT_MAX_WEAPON_GATHER_TIME)
{ //get the nearest weapon laying around base before heading off for battle
idleWP = GetBestIdleGoal(bs);
if (idleWP != -1 && gWPArray[idleWP] && gWPArray[idleWP]->inuse)
{
if (bs->wpDestSwitchTime < level.time)
{
bs->wpDestination = gWPArray[idleWP];
}
return 1;
}
}
else if (bs->cur_ps.weapon == WP_BRYAR_PISTOL &&
(level.time - bs->lastDeadTime) < BOT_MAX_WEAPON_CHASE_CTF &&
bs->wpDestination && bs->wpDestination->weight)
{
dest_sw = bs->wpDestination;
dosw = 1;
}
if (level.clients[bs->client].sess.sessionTeam == TEAM_RED)
{
myFlag = PW_REDFLAG;
}
else
{
myFlag = PW_BLUEFLAG;
}
if (level.clients[bs->client].sess.sessionTeam == TEAM_RED)
{
enemyFlag = PW_BLUEFLAG;
}
else
{
enemyFlag = PW_REDFLAG;
}
if (!flagRed || !flagBlue ||
!flagRed->inuse || !flagBlue->inuse ||
!eFlagRed || !eFlagBlue)
{
return 0;
}
#ifdef BOT_CTF_DEBUG
VectorCopy(flagRed->origin, t);
t[2] += 128;
G_TestLine(flagRed->origin, t, 0x0000ff, 500);
VectorCopy(flagBlue->origin, t);
t[2] += 128;
G_TestLine(flagBlue->origin, t, 0x0000ff, 500);
#endif
if (droppedRedFlag && (droppedRedFlag->flags & FL_DROPPED_ITEM))
{
GetNewFlagPoint(flagRed, droppedRedFlag, TEAM_RED);
}
else
{
flagRed = oFlagRed;
}
if (droppedBlueFlag && (droppedBlueFlag->flags & FL_DROPPED_ITEM))
{
GetNewFlagPoint(flagBlue, droppedBlueFlag, TEAM_BLUE);
}
else
{
flagBlue = oFlagBlue;
}
if (!bs->ctfState)
{
return 0;
}
i = 0;
while (i < MAX_CLIENTS)
{
ent = &g_entities[i];
if (ent && ent->client)
{
if (ent->client->ps.powerups[enemyFlag] && OnSameTeam(&g_entities[bs->client], ent))
{
weHaveEnemyFlag = 1;
}
else if (ent->client->ps.powerups[myFlag] && !OnSameTeam(&g_entities[bs->client], ent))
{
enemyHasOurFlag = 1;
}
if (OnSameTeam(&g_entities[bs->client], ent))
{
numOnMyTeam++;
}
else
{
numOnEnemyTeam++;
}
if (botstates[ent->s.number])
{
if (botstates[ent->s.number]->ctfState == CTFSTATE_ATTACKER ||
botstates[ent->s.number]->ctfState == CTFSTATE_RETRIEVAL)
{
numAttackers++;
}
else
{
numDefenders++;
}
}
else
{ //assume real players to be attackers in our logic
numAttackers++;
}
}
i++;
}
if (bs->cur_ps.powerups[enemyFlag])
{
if ((numOnMyTeam < 2 || !numAttackers) && enemyHasOurFlag)
{
bs->ctfState = CTFSTATE_RETRIEVAL;
}
else
{
bs->ctfState = CTFSTATE_GETFLAGHOME;
}
}
else if (bs->ctfState == CTFSTATE_GETFLAGHOME)
{
bs->ctfState = 0;
}
if (bs->state_Forced)
{
bs->ctfState = bs->state_Forced;
}
if (bs->ctfState == CTFSTATE_DEFENDER)
{
if (BotDefendFlag(bs))
{
goto success;
}
}
if (bs->ctfState == CTFSTATE_ATTACKER)
{
if (BotGetEnemyFlag(bs))
{
goto success;
}
}
if (bs->ctfState == CTFSTATE_RETRIEVAL)
{
if (BotGetFlagBack(bs))
{
goto success;
}
else
{ //can't find anyone on another team being a carrier, so ignore this priority
bs->ctfState = 0;
}
}
if (bs->ctfState == CTFSTATE_GUARDCARRIER)
{
if (BotGuardFlagCarrier(bs))
{
goto success;
}
else
{ //can't find anyone on our team being a carrier, so ignore this priority
bs->ctfState = 0;
}
}
if (bs->ctfState == CTFSTATE_GETFLAGHOME)
{
if (BotGetFlagHome(bs))
{
goto success;
}
}
return 0;
success:
if (dosw)
{ //allow ctf code to run, but if after a particular item then keep going after it
bs->wpDestination = dest_sw;
}
return 1;
}
int EntityVisibleBox(vec3_t org1, vec3_t mins, vec3_t maxs, vec3_t org2, int ignore, int ignore2)
{
trace_t tr;
trap_Trace(&tr, org1, mins, maxs, org2, ignore, MASK_SOLID);
if (tr.fraction == 1 && !tr.startsolid && !tr.allsolid)
{
return 1;
}
else if (tr.entityNum != ENTITYNUM_NONE && tr.entityNum == ignore2)
{
return 1;
}
return 0;
}
//Get the closest objective for siege and go after it
int Siege_TargetClosestObjective(bot_state_t *bs, int flag)
{
int i = 0;
int bestindex = -1;
float testdistance = 0;
float bestdistance = 999999999;
gentity_t *goalent;
vec3_t a, dif;
vec3_t mins, maxs;
mins[0] = -1;
mins[1] = -1;
mins[2] = -1;
maxs[0] = 1;
maxs[1] = 1;
maxs[2] = 1;
if ( bs->wpDestination && (bs->wpDestination->flags & flag) && bs->wpDestination->associated_entity != ENTITYNUM_NONE &&
&g_entities[bs->wpDestination->associated_entity] && g_entities[bs->wpDestination->associated_entity].use )
{
goto hasPoint;
}
while (i < gWPNum)
{
if ( gWPArray[i] && gWPArray[i]->inuse && (gWPArray[i]->flags & flag) && gWPArray[i]->associated_entity != ENTITYNUM_NONE &&
&g_entities[gWPArray[i]->associated_entity] && g_entities[gWPArray[i]->associated_entity].use )
{
VectorSubtract(gWPArray[i]->origin, bs->origin, a);
testdistance = VectorLength(a);
if (testdistance < bestdistance)
{
bestdistance = testdistance;
bestindex = i;
}
}
i++;
}
if (bestindex != -1)
{
bs->wpDestination = gWPArray[bestindex];
}
else
{
return 0;
}
hasPoint:
goalent = &g_entities[bs->wpDestination->associated_entity];
if (!goalent)
{
return 0;
}
VectorSubtract(bs->origin, bs->wpDestination->origin, a);
testdistance = VectorLength(a);
dif[0] = (goalent->r.absmax[0]+goalent->r.absmin[0])/2;
dif[1] = (goalent->r.absmax[1]+goalent->r.absmin[1])/2;
dif[2] = (goalent->r.absmax[2]+goalent->r.absmin[2])/2;
//brush models can have tricky origins, so this is our hacky method of getting the center point
if (goalent->takedamage && testdistance < BOT_MIN_SIEGE_GOAL_SHOOT &&
EntityVisibleBox(bs->origin, mins, maxs, dif, bs->client, goalent->s.number))
{
bs->shootGoal = goalent;
bs->touchGoal = NULL;
}
else if (goalent->use && testdistance < BOT_MIN_SIEGE_GOAL_TRAVEL)
{
bs->shootGoal = NULL;
bs->touchGoal = goalent;
}
else
{ //don't know how to handle this goal object!
bs->shootGoal = NULL;
bs->touchGoal = NULL;
}
if (BotGetWeaponRange(bs) == BWEAPONRANGE_MELEE ||
BotGetWeaponRange(bs) == BWEAPONRANGE_SABER)
{
bs->shootGoal = NULL; //too risky
}
if (bs->touchGoal)
{
//G_Printf("Please, master, let me touch it!\n");
VectorCopy(dif, bs->goalPosition);
}
return 1;
}
void Siege_DefendFromAttackers(bot_state_t *bs)
{ //this may be a little cheap, but the best way to find our defending point is probably
//to just find the nearest person on the opposing team since they'll most likely
//be on offense in this situation
int wpClose = -1;
int i = 0;
float testdist = 999999;
int bestindex = -1;
float bestdist = 999999;
gentity_t *ent;
vec3_t a;
while (i < MAX_CLIENTS)
{
ent = &g_entities[i];
if (ent && ent->client && ent->client->sess.sessionTeam != g_entities[bs->client].client->sess.sessionTeam &&
ent->health > 0 && ent->client->sess.sessionTeam != TEAM_SPECTATOR)
{
VectorSubtract(ent->client->ps.origin, bs->origin, a);
testdist = VectorLength(a);
if (testdist < bestdist)
{
bestindex = i;
bestdist = testdist;
}
}
i++;
}
if (bestindex == -1)
{
return;
}
wpClose = GetNearestVisibleWP(g_entities[bestindex].client->ps.origin, -1);
if (wpClose != -1 && gWPArray[wpClose] && gWPArray[wpClose]->inuse)
{
bs->wpDestination = gWPArray[wpClose];
bs->destinationGrabTime = level.time + 10000;
}
}
//how many defenders on our team?
int Siege_CountDefenders(bot_state_t *bs)
{
int i = 0;
int num = 0;
gentity_t *ent;
bot_state_t *bot;
while (i < MAX_CLIENTS)
{
ent = &g_entities[i];
bot = botstates[i];
if (ent && ent->client && bot)
{
if (bot->siegeState == SIEGESTATE_DEFENDER &&
ent->client->sess.sessionTeam == g_entities[bs->client].client->sess.sessionTeam)
{
num++;
}
}
i++;
}
return num;
}
//how many other players on our team?
int Siege_CountTeammates(bot_state_t *bs)
{
int i = 0;
int num = 0;
gentity_t *ent;
while (i < MAX_CLIENTS)
{
ent = &g_entities[i];
if (ent && ent->client)
{
if (ent->client->sess.sessionTeam == g_entities[bs->client].client->sess.sessionTeam)
{
num++;
}
}
i++;
}
return num;
}
//see if siege objective completion should take priority in our
//nav routines.
int SiegeTakesPriority(bot_state_t *bs)
{
int attacker;
int flagForDefendableObjective;
int flagForAttackableObjective;
int defenders, teammates;
int idleWP;
wpobject_t *dest_sw = NULL;
int dosw = 0;
gclient_t *bcl;
vec3_t dif;
trace_t tr;
if (g_gametype.integer != GT_SIEGE)
{
return 0;
}
bcl = g_entities[bs->client].client;
if (!bcl)
{
return 0;
}
if (bs->cur_ps.weapon == WP_BRYAR_PISTOL &&
(level.time - bs->lastDeadTime) < BOT_MAX_WEAPON_GATHER_TIME)
{ //get the nearest weapon laying around base before heading off for battle
idleWP = GetBestIdleGoal(bs);
if (idleWP != -1 && gWPArray[idleWP] && gWPArray[idleWP]->inuse)
{
if (bs->wpDestSwitchTime < level.time)
{
bs->wpDestination = gWPArray[idleWP];
}
return 1;
}
}
else if (bs->cur_ps.weapon == WP_BRYAR_PISTOL &&
(level.time - bs->lastDeadTime) < BOT_MAX_WEAPON_CHASE_TIME &&
bs->wpDestination && bs->wpDestination->weight)
{
dest_sw = bs->wpDestination;
dosw = 1;
}
if (bcl->sess.sessionTeam == SIEGETEAM_TEAM1)
{
attacker = imperial_attackers;
flagForDefendableObjective = WPFLAG_SIEGE_REBELOBJ;
flagForAttackableObjective = WPFLAG_SIEGE_IMPERIALOBJ;
}
else
{
attacker = rebel_attackers;
flagForDefendableObjective = WPFLAG_SIEGE_IMPERIALOBJ;
flagForAttackableObjective = WPFLAG_SIEGE_REBELOBJ;
}
if (attacker)
{
bs->siegeState = SIEGESTATE_ATTACKER;
}
else
{
bs->siegeState = SIEGESTATE_DEFENDER;
defenders = Siege_CountDefenders(bs);
teammates = Siege_CountTeammates(bs);
if (defenders > teammates/3 && teammates > 1)
{ //devote around 1/4 of our team to completing our own side goals even if we're a defender.
//If we have no side goals we will realize that later on and join the defenders
bs->siegeState = SIEGESTATE_ATTACKER;
}
}
if (bs->state_Forced)
{
bs->siegeState = bs->state_Forced;
}
if (bs->siegeState == SIEGESTATE_ATTACKER)
{
if (!Siege_TargetClosestObjective(bs, flagForAttackableObjective))
{ //looks like we have no goals other than to keep the other team from completing objectives
Siege_DefendFromAttackers(bs);
if (bs->shootGoal)
{
dif[0] = (bs->shootGoal->r.absmax[0]+bs->shootGoal->r.absmin[0])/2;
dif[1] = (bs->shootGoal->r.absmax[1]+bs->shootGoal->r.absmin[1])/2;
dif[2] = (bs->shootGoal->r.absmax[2]+bs->shootGoal->r.absmin[2])/2;
if (!BotPVSCheck(bs->origin, dif))
{
bs->shootGoal = NULL;
}
else
{
trap_Trace(&tr, bs->origin, NULL, NULL, dif, bs->client, MASK_SOLID);
if (tr.fraction != 1 && tr.entityNum != bs->shootGoal->s.number)
{
bs->shootGoal = NULL;
}
}
}
}
}
else if (bs->siegeState == SIEGESTATE_DEFENDER)
{
Siege_DefendFromAttackers(bs);
if (bs->shootGoal)
{
dif[0] = (bs->shootGoal->r.absmax[0]+bs->shootGoal->r.absmin[0])/2;
dif[1] = (bs->shootGoal->r.absmax[1]+bs->shootGoal->r.absmin[1])/2;
dif[2] = (bs->shootGoal->r.absmax[2]+bs->shootGoal->r.absmin[2])/2;
if (!BotPVSCheck(bs->origin, dif))
{
bs->shootGoal = NULL;
}
else
{
trap_Trace(&tr, bs->origin, NULL, NULL, dif, bs->client, MASK_SOLID);
if (tr.fraction != 1 && tr.entityNum != bs->shootGoal->s.number)
{
bs->shootGoal = NULL;
}
}
}
}
else
{ //get busy!
Siege_TargetClosestObjective(bs, flagForAttackableObjective);
if (bs->shootGoal)
{
dif[0] = (bs->shootGoal->r.absmax[0]+bs->shootGoal->r.absmin[0])/2;
dif[1] = (bs->shootGoal->r.absmax[1]+bs->shootGoal->r.absmin[1])/2;
dif[2] = (bs->shootGoal->r.absmax[2]+bs->shootGoal->r.absmin[2])/2;
if (!BotPVSCheck(bs->origin, dif))
{
bs->shootGoal = NULL;
}
else
{
trap_Trace(&tr, bs->origin, NULL, NULL, dif, bs->client, MASK_SOLID);
if (tr.fraction != 1 && tr.entityNum != bs->shootGoal->s.number)
{
bs->shootGoal = NULL;
}
}
}
}
if (dosw)
{ //allow siege objective code to run, but if after a particular item then keep going after it
bs->wpDestination = dest_sw;
}
return 1;
}
//see if jedi master priorities should take priority in our nav
//routines.
int JMTakesPriority(bot_state_t *bs)
{
int i = 0;
int wpClose = -1;
gentity_t *theImportantEntity = NULL;
if (g_gametype.integer != GT_JEDIMASTER)
{
return 0;
}
if (bs->cur_ps.isJediMaster)
{
return 0;
}
//jmState becomes the index for the one who carries the saber. If jmState is -1 then the saber is currently
//without an owner
bs->jmState = -1;
while (i < MAX_CLIENTS)
{
if (g_entities[i].client && g_entities[i].inuse &&
g_entities[i].client->ps.isJediMaster)
{
bs->jmState = i;
break;
}
i++;
}
if (bs->jmState != -1)
{
theImportantEntity = &g_entities[bs->jmState];
}
else
{
theImportantEntity = gJMSaberEnt;
}
if (theImportantEntity && theImportantEntity->inuse && bs->destinationGrabTime < level.time)
{
if (theImportantEntity->client)
{
wpClose = GetNearestVisibleWP(theImportantEntity->client->ps.origin, theImportantEntity->s.number);
}
else
{
wpClose = GetNearestVisibleWP(theImportantEntity->r.currentOrigin, theImportantEntity->s.number);
}
if (wpClose != -1 && gWPArray[wpClose] && gWPArray[wpClose]->inuse)
{
/*
Com_Printf("BOT GRABBED IDEAL JM LOCATION\n");
if (bs->wpDestination != gWPArray[wpClose])
{
Com_Printf("IDEAL WAS NOT ALREADY IDEAL\n");
if (!bs->wpDestination)
{
Com_Printf("IDEAL WAS NULL\n");
}
}
*/
bs->wpDestination = gWPArray[wpClose];
bs->destinationGrabTime = level.time + 4000;
}
}
return 1;
}
//see if we already have an item/powerup/etc. that is associated
//with this waypoint.
int BotHasAssociated(bot_state_t *bs, wpobject_t *wp)
{
gentity_t *as;
if (wp->associated_entity == ENTITYNUM_NONE)
{ //make it think this is an item we have so we don't go after nothing
return 1;
}
as = &g_entities[wp->associated_entity];
if (!as || !as->item)
{
return 0;
}
if (as->item->giType == IT_WEAPON)
{
if (bs->cur_ps.stats[STAT_WEAPONS] & (1 << as->item->giTag))
{
return 1;
}
return 0;
}
else if (as->item->giType == IT_HOLDABLE)
{
if (bs->cur_ps.stats[STAT_HOLDABLE_ITEMS] & (1 << as->item->giTag))
{
return 1;
}
return 0;
}
else if (as->item->giType == IT_POWERUP)
{
if (bs->cur_ps.powerups[as->item->giTag])
{
return 1;
}
return 0;
}
else if (as->item->giType == IT_AMMO)
{
if (bs->cur_ps.ammo[as->item->giTag] > 10) //hack
{
return 1;
}
return 0;
}
return 0;
}
//we don't really have anything we want to do right now,
//let's just find the best thing to do given the current
//situation.
int GetBestIdleGoal(bot_state_t *bs)
{
int i = 0;
int highestweight = 0;
int desiredindex = -1;
int dist_to_weight = 0;
int traildist;
if (!bs->wpCurrent)
{
return -1;
}
if (bs->isCamper != 2)
{
if (bs->randomNavTime < level.time)
{
if (Q_irand(1, 10) < 5)
{
bs->randomNav = 1;
}
else
{
bs->randomNav = 0;
}
bs->randomNavTime = level.time + Q_irand(5000, 15000);
}
}
if (bs->randomNav)
{ //stop looking for items and/or camping on them
return -1;
}
while (i < gWPNum)
{
if (gWPArray[i] &&
gWPArray[i]->inuse &&
(gWPArray[i]->flags & WPFLAG_GOALPOINT) &&
gWPArray[i]->weight > highestweight &&
!BotHasAssociated(bs, gWPArray[i]))
{
traildist = TotalTrailDistance(bs->wpCurrent->index, i, bs);
if (traildist != -1)
{
dist_to_weight = (int)traildist/10000;
dist_to_weight = (gWPArray[i]->weight)-dist_to_weight;
if (dist_to_weight > highestweight)
{
highestweight = dist_to_weight;
desiredindex = i;
}
}
}
i++;
}
return desiredindex;
}
//go through the list of possible priorities for navigating
//and work out the best destination point.
void GetIdealDestination(bot_state_t *bs)
{
int tempInt, cWPIndex, bChicken, idleWP;
float distChange, plusLen, minusLen;
vec3_t usethisvec, a;
gentity_t *badthing;
#ifdef _DEBUG
trap_Cvar_Update(&bot_nogoals);
if (bot_nogoals.integer)
{
return;
}
#endif
if (!bs->wpCurrent)
{
return;
}
if ((level.time - bs->escapeDirTime) > 4000)
{
badthing = GetNearestBadThing(bs);
}
else
{
badthing = NULL;
}
if (badthing && badthing->inuse &&
badthing->health > 0 && badthing->takedamage)
{
bs->dangerousObject = badthing;
}
else
{
bs->dangerousObject = NULL;
}
if (!badthing && bs->wpDestIgnoreTime > level.time)
{
return;
}
if (!badthing && bs->dontGoBack > level.time)
{
if (bs->wpDestination)
{
bs->wpStoreDest = bs->wpDestination;
}
bs->wpDestination = NULL;
return;
}
else if (!badthing && bs->wpStoreDest)
{ //after we finish running away, switch back to our original destination
bs->wpDestination = bs->wpStoreDest;
bs->wpStoreDest = NULL;
}
if (badthing && bs->wpCamping)
{
bs->wpCamping = NULL;
}
if (bs->wpCamping)
{
bs->wpDestination = bs->wpCamping;
return;
}
if (!badthing && CTFTakesPriority(bs))
{
if (bs->ctfState)
{
bs->runningToEscapeThreat = 1;
}
return;
}
else if (!badthing && SiegeTakesPriority(bs))
{
if (bs->siegeState)
{
bs->runningToEscapeThreat = 1;
}
return;
}
else if (!badthing && JMTakesPriority(bs))
{
bs->runningToEscapeThreat = 1;
}
if (badthing)
{
bs->runningLikeASissy = level.time + 100;
if (bs->wpDestination)
{
bs->wpStoreDest = bs->wpDestination;
}
bs->wpDestination = NULL;
if (bs->wpDirection)
{
tempInt = bs->wpCurrent->index+1;
}
else
{
tempInt = bs->wpCurrent->index-1;
}
if (gWPArray[tempInt] && gWPArray[tempInt]->inuse && bs->escapeDirTime < level.time)
{
VectorSubtract(badthing->s.pos.trBase, bs->wpCurrent->origin, a);
plusLen = VectorLength(a);
VectorSubtract(badthing->s.pos.trBase, gWPArray[tempInt]->origin, a);
minusLen = VectorLength(a);
if (plusLen < minusLen)
{
if (bs->wpDirection)
{
bs->wpDirection = 0;
}
else
{
bs->wpDirection = 1;
}
bs->wpCurrent = gWPArray[tempInt];
bs->escapeDirTime = level.time + Q_irand(500, 1000);//Q_irand(1000, 1400);
//G_Printf("Escaping from scary bad thing [%s]\n", badthing->classname);
}
}
//G_Printf("Run away run away run away!\n");
return;
}
distChange = 0; //keep the compiler from complaining
tempInt = BotGetWeaponRange(bs);
if (tempInt == BWEAPONRANGE_MELEE)
{
distChange = 1;
}
else if (tempInt == BWEAPONRANGE_SABER)
{
distChange = 1;
}
else if (tempInt == BWEAPONRANGE_MID)
{
distChange = 128;
}
else if (tempInt == BWEAPONRANGE_LONG)
{
distChange = 300;
}
if (bs->revengeEnemy && bs->revengeEnemy->health > 0 &&
bs->revengeEnemy->client && (bs->revengeEnemy->client->pers.connected == CA_ACTIVE || bs->revengeEnemy->client->pers.connected == CA_AUTHORIZING))
{ //if we hate someone, always try to get to them
if (bs->wpDestSwitchTime < level.time)
{
if (bs->revengeEnemy->client)
{
VectorCopy(bs->revengeEnemy->client->ps.origin, usethisvec);
}
else
{
VectorCopy(bs->revengeEnemy->s.origin, usethisvec);
}
tempInt = GetNearestVisibleWP(usethisvec, 0);
if (tempInt != -1 && TotalTrailDistance(bs->wpCurrent->index, tempInt, bs) != -1)
{
bs->wpDestination = gWPArray[tempInt];
bs->wpDestSwitchTime = level.time + Q_irand(5000, 10000);
}
}
}
else if (bs->squadLeader && bs->squadLeader->health > 0 &&
bs->squadLeader->client && (bs->squadLeader->client->pers.connected == CA_ACTIVE || bs->squadLeader->client->pers.connected == CA_AUTHORIZING))
{
if (bs->wpDestSwitchTime < level.time)
{
if (bs->squadLeader->client)
{
VectorCopy(bs->squadLeader->client->ps.origin, usethisvec);
}
else
{
VectorCopy(bs->squadLeader->s.origin, usethisvec);
}
tempInt = GetNearestVisibleWP(usethisvec, 0);
if (tempInt != -1 && TotalTrailDistance(bs->wpCurrent->index, tempInt, bs) != -1)
{
bs->wpDestination = gWPArray[tempInt];
bs->wpDestSwitchTime = level.time + Q_irand(5000, 10000);
}
}
}
else if (bs->currentEnemy)
{
if (bs->currentEnemy->client)
{
VectorCopy(bs->currentEnemy->client->ps.origin, usethisvec);
}
else
{
VectorCopy(bs->currentEnemy->s.origin, usethisvec);
}
bChicken = BotIsAChickenWuss(bs);
bs->runningToEscapeThreat = bChicken;
if (bs->frame_Enemy_Len < distChange || (bChicken && bChicken != 2))
{
cWPIndex = bs->wpCurrent->index;
if (bs->frame_Enemy_Len > 400)
{ //good distance away, start running toward a good place for an item or powerup or whatever
idleWP = GetBestIdleGoal(bs);
if (idleWP != -1 && gWPArray[idleWP] && gWPArray[idleWP]->inuse)
{
bs->wpDestination = gWPArray[idleWP];
}
}
else if (gWPArray[cWPIndex-1] && gWPArray[cWPIndex-1]->inuse &&
gWPArray[cWPIndex+1] && gWPArray[cWPIndex+1]->inuse)
{
VectorSubtract(gWPArray[cWPIndex+1]->origin, usethisvec, a);
plusLen = VectorLength(a);
VectorSubtract(gWPArray[cWPIndex-1]->origin, usethisvec, a);
minusLen = VectorLength(a);
if (minusLen > plusLen)
{
bs->wpDestination = gWPArray[cWPIndex-1];
}
else
{
bs->wpDestination = gWPArray[cWPIndex+1];
}
}
}
else if (bChicken != 2 && bs->wpDestSwitchTime < level.time)
{
tempInt = GetNearestVisibleWP(usethisvec, 0);
if (tempInt != -1 && TotalTrailDistance(bs->wpCurrent->index, tempInt, bs) != -1)
{
bs->wpDestination = gWPArray[tempInt];
if (g_gametype.integer == GT_SINGLE_PLAYER)
{ //be more aggressive
bs->wpDestSwitchTime = level.time + Q_irand(300, 1000);
}
else
{
bs->wpDestSwitchTime = level.time + Q_irand(1000, 5000);
}
}
}
}
if (!bs->wpDestination && bs->wpDestSwitchTime < level.time)
{
//G_Printf("I need something to do\n");
idleWP = GetBestIdleGoal(bs);
if (idleWP != -1 && gWPArray[idleWP] && gWPArray[idleWP]->inuse)
{
bs->wpDestination = gWPArray[idleWP];
}
}
}
//commander CTF AI - tell other bots in the so-called
//"squad" what to do.
void CommanderBotCTFAI(bot_state_t *bs)
{
int i = 0;
gentity_t *ent;
int squadmates = 0;
gentity_t *squad[MAX_CLIENTS];
int defendAttackPriority = 0; //0 == attack, 1 == defend
int guardDefendPriority = 0; //0 == defend, 1 == guard
int attackRetrievePriority = 0; //0 == retrieve, 1 == attack
int myFlag = 0;
int enemyFlag = 0;
int enemyHasOurFlag = 0;
int weHaveEnemyFlag = 0;
int numOnMyTeam = 0;
int numOnEnemyTeam = 0;
int numAttackers = 0;
int numDefenders = 0;
if (level.clients[bs->client].sess.sessionTeam == TEAM_RED)
{
myFlag = PW_REDFLAG;
}
else
{
myFlag = PW_BLUEFLAG;
}
if (level.clients[bs->client].sess.sessionTeam == TEAM_RED)
{
enemyFlag = PW_BLUEFLAG;
}
else
{
enemyFlag = PW_REDFLAG;
}
while (i < MAX_CLIENTS)
{
ent = &g_entities[i];
if (ent && ent->client)
{
if (ent->client->ps.powerups[enemyFlag] && OnSameTeam(&g_entities[bs->client], ent))
{
weHaveEnemyFlag = 1;
}
else if (ent->client->ps.powerups[myFlag] && !OnSameTeam(&g_entities[bs->client], ent))
{
enemyHasOurFlag = 1;
}
if (OnSameTeam(&g_entities[bs->client], ent))
{
numOnMyTeam++;
}
else
{
numOnEnemyTeam++;
}
if (botstates[ent->s.number])
{
if (botstates[ent->s.number]->ctfState == CTFSTATE_ATTACKER ||
botstates[ent->s.number]->ctfState == CTFSTATE_RETRIEVAL)
{
numAttackers++;
}
else
{
numDefenders++;
}
}
else
{ //assume real players to be attackers in our logic
numAttackers++;
}
}
i++;
}
i = 0;
while (i < MAX_CLIENTS)
{
ent = &g_entities[i];
if (ent && ent->client && botstates[i] && botstates[i]->squadLeader && botstates[i]->squadLeader->s.number == bs->client && i != bs->client)
{
squad[squadmates] = ent;
squadmates++;
}
i++;
}
squad[squadmates] = &g_entities[bs->client];
squadmates++;
i = 0;
if (enemyHasOurFlag && !weHaveEnemyFlag)
{ //start off with an attacker instead of a retriever if we don't have the enemy flag yet so that they can't capture it first.
//after that we focus on getting our flag back.
attackRetrievePriority = 1;
}
while (i < squadmates)
{
if (squad[i] && squad[i]->client && botstates[squad[i]->s.number])
{
if (botstates[squad[i]->s.number]->ctfState != CTFSTATE_GETFLAGHOME)
{ //never tell a bot to stop trying to bring the flag to the base
if (defendAttackPriority)
{
if (weHaveEnemyFlag)
{
if (guardDefendPriority)
{
botstates[squad[i]->s.number]->ctfState = CTFSTATE_GUARDCARRIER;
guardDefendPriority = 0;
}
else
{
botstates[squad[i]->s.number]->ctfState = CTFSTATE_DEFENDER;
guardDefendPriority = 1;
}
}
else
{
botstates[squad[i]->s.number]->ctfState = CTFSTATE_DEFENDER;
}
defendAttackPriority = 0;
}
else
{
if (enemyHasOurFlag)
{
if (attackRetrievePriority)
{
botstates[squad[i]->s.number]->ctfState = CTFSTATE_ATTACKER;
attackRetrievePriority = 0;
}
else
{
botstates[squad[i]->s.number]->ctfState = CTFSTATE_RETRIEVAL;
attackRetrievePriority = 1;
}
}
else
{
botstates[squad[i]->s.number]->ctfState = CTFSTATE_ATTACKER;
}
defendAttackPriority = 1;
}
}
else if ((numOnMyTeam < 2 || !numAttackers) && enemyHasOurFlag)
{ //I'm the only one on my team who will attack and the enemy has my flag, I have to go after him
botstates[squad[i]->s.number]->ctfState = CTFSTATE_RETRIEVAL;
}
}
i++;
}
}
//similar to ctf ai, for siege
void CommanderBotSiegeAI(bot_state_t *bs)
{
int i = 0;
int squadmates = 0;
int commanded = 0;
int teammates = 0;
gentity_t *squad[MAX_CLIENTS];
gentity_t *ent;
bot_state_t *bst;
while (i < MAX_CLIENTS)
{
ent = &g_entities[i];
if (ent && ent->client && OnSameTeam(&g_entities[bs->client], ent) && botstates[ent->s.number])
{
bst = botstates[ent->s.number];
if (bst && !bst->isSquadLeader && !bst->state_Forced)
{
squad[squadmates] = ent;
squadmates++;
}
else if (bst && !bst->isSquadLeader && bst->state_Forced)
{ //count them as commanded
commanded++;
}
}
if (ent && ent->client && OnSameTeam(&g_entities[bs->client], ent))
{
teammates++;
}
i++;
}
if (!squadmates)
{
return;
}
//tell squad mates to do what I'm doing, up to half of team, let the other half make their own decisions
i = 0;
while (i < squadmates && squad[i])
{
bst = botstates[squad[i]->s.number];
if (commanded > teammates/2)
{
break;
}
if (bst)
{
bst->state_Forced = bs->siegeState;
bst->siegeState = bs->siegeState;
commanded++;
}
i++;
}
}
//teamplay ffa squad ai
void BotDoTeamplayAI(bot_state_t *bs)
{
if (bs->state_Forced)
{
bs->teamplayState = bs->state_Forced;
}
if (bs->teamplayState == TEAMPLAYSTATE_REGROUP)
{ //force to find a new leader
bs->squadLeader = NULL;
bs->isSquadLeader = 0;
}
}
//like ctf and siege commander ai, instruct the squad
void CommanderBotTeamplayAI(bot_state_t *bs)
{
int i = 0;
int squadmates = 0;
int teammates = 0;
int teammate_indanger = -1;
int teammate_helped = 0;
int foundsquadleader = 0;
int worsthealth = 50;
gentity_t *squad[MAX_CLIENTS];
gentity_t *ent;
bot_state_t *bst;
while (i < MAX_CLIENTS)
{
ent = &g_entities[i];
if (ent && ent->client && OnSameTeam(&g_entities[bs->client], ent) && botstates[ent->s.number])
{
bst = botstates[ent->s.number];
if (foundsquadleader && bst && bst->isSquadLeader)
{ //never more than one squad leader
bst->isSquadLeader = 0;
}
if (bst && !bst->isSquadLeader)
{
squad[squadmates] = ent;
squadmates++;
}
else if (bst)
{
foundsquadleader = 1;
}
}
if (ent && ent->client && OnSameTeam(&g_entities[bs->client], ent))
{
teammates++;
if (ent->health < worsthealth)
{
teammate_indanger = ent->s.number;
worsthealth = ent->health;
}
}
i++;
}
if (!squadmates)
{
return;
}
i = 0;
while (i < squadmates && squad[i])
{
bst = botstates[squad[i]->s.number];
if (bst && !bst->state_Forced)
{ //only order if this guy is not being ordered directly by the real player team leader
if (teammate_indanger >= 0 && !teammate_helped)
{ //send someone out to help whoever needs help most at the moment
bst->teamplayState = TEAMPLAYSTATE_ASSISTING;
bst->squadLeader = &g_entities[teammate_indanger];
teammate_helped = 1;
}
else if ((teammate_indanger == -1 || teammate_helped) && bst->teamplayState == TEAMPLAYSTATE_ASSISTING)
{ //no teammates need help badly, but this guy is trying to help them anyway, so stop
bst->teamplayState = TEAMPLAYSTATE_FOLLOWING;
bst->squadLeader = &g_entities[bs->client];
}
if (bs->squadRegroupInterval < level.time && Q_irand(1, 10) < 5)
{ //every so often tell the squad to regroup for the sake of variation
if (bst->teamplayState == TEAMPLAYSTATE_FOLLOWING)
{
bst->teamplayState = TEAMPLAYSTATE_REGROUP;
}
bs->isSquadLeader = 0;
bs->squadCannotLead = level.time + 500;
bs->squadRegroupInterval = level.time + Q_irand(45000, 65000);
}
}
i++;
}
}
//pick which commander ai to use based on gametype
void CommanderBotAI(bot_state_t *bs)
{
if (g_gametype.integer == GT_CTF || g_gametype.integer == GT_CTY)
{
CommanderBotCTFAI(bs);
}
else if (g_gametype.integer == GT_SIEGE)
{
CommanderBotSiegeAI(bs);
}
else if (g_gametype.integer == GT_TEAM)
{
CommanderBotTeamplayAI(bs);
}
}
//close range combat routines
void MeleeCombatHandling(bot_state_t *bs)
{
vec3_t usethisvec;
vec3_t downvec;
vec3_t midorg;
vec3_t a;
vec3_t fwd;
vec3_t mins, maxs;
trace_t tr;
int en_down;
int me_down;
int mid_down;
if (!bs->currentEnemy)
{
return;
}
if (bs->currentEnemy->client)
{
VectorCopy(bs->currentEnemy->client->ps.origin, usethisvec);
}
else
{
VectorCopy(bs->currentEnemy->s.origin, usethisvec);
}
if (bs->meleeStrafeTime < level.time)
{
if (bs->meleeStrafeDir)
{
bs->meleeStrafeDir = 0;
}
else
{
bs->meleeStrafeDir = 1;
}
bs->meleeStrafeTime = level.time + Q_irand(500, 1800);
}
mins[0] = -15;
mins[1] = -15;
mins[2] = -24;
maxs[0] = 15;
maxs[1] = 15;
maxs[2] = 32;
VectorCopy(usethisvec, downvec);
downvec[2] -= 4096;
trap_Trace(&tr, usethisvec, mins, maxs, downvec, -1, MASK_SOLID);
en_down = (int)tr.endpos[2];
VectorCopy(bs->origin, downvec);
downvec[2] -= 4096;
trap_Trace(&tr, bs->origin, mins, maxs, downvec, -1, MASK_SOLID);
me_down = (int)tr.endpos[2];
VectorSubtract(usethisvec, bs->origin, a);
vectoangles(a, a);
AngleVectors(a, fwd, NULL, NULL);
midorg[0] = bs->origin[0] + fwd[0]*bs->frame_Enemy_Len/2;
midorg[1] = bs->origin[1] + fwd[1]*bs->frame_Enemy_Len/2;
midorg[2] = bs->origin[2] + fwd[2]*bs->frame_Enemy_Len/2;
VectorCopy(midorg, downvec);
downvec[2] -= 4096;
trap_Trace(&tr, midorg, mins, maxs, downvec, -1, MASK_SOLID);
mid_down = (int)tr.endpos[2];
if (me_down == en_down &&
en_down == mid_down)
{
VectorCopy(usethisvec, bs->goalPosition);
}
}
//saber combat routines (it's simple, but it works)
void SaberCombatHandling(bot_state_t *bs)
{
vec3_t usethisvec;
vec3_t downvec;
vec3_t midorg;
vec3_t a;
vec3_t fwd;
vec3_t mins, maxs;
trace_t tr;
int en_down;
int me_down;
int mid_down;
if (!bs->currentEnemy)
{
return;
}
if (bs->currentEnemy->client)
{
VectorCopy(bs->currentEnemy->client->ps.origin, usethisvec);
}
else
{
VectorCopy(bs->currentEnemy->s.origin, usethisvec);
}
if (bs->meleeStrafeTime < level.time)
{
if (bs->meleeStrafeDir)
{
bs->meleeStrafeDir = 0;
}
else
{
bs->meleeStrafeDir = 1;
}
bs->meleeStrafeTime = level.time + Q_irand(500, 1800);
}
mins[0] = -15;
mins[1] = -15;
mins[2] = -24;
maxs[0] = 15;
maxs[1] = 15;
maxs[2] = 32;
VectorCopy(usethisvec, downvec);
downvec[2] -= 4096;
trap_Trace(&tr, usethisvec, mins, maxs, downvec, -1, MASK_SOLID);
en_down = (int)tr.endpos[2];
if (tr.startsolid || tr.allsolid)
{
en_down = 1;
me_down = 2;
}
else
{
VectorCopy(bs->origin, downvec);
downvec[2] -= 4096;
trap_Trace(&tr, bs->origin, mins, maxs, downvec, -1, MASK_SOLID);
me_down = (int)tr.endpos[2];
if (tr.startsolid || tr.allsolid)
{
en_down = 1;
me_down = 2;
}
}
VectorSubtract(usethisvec, bs->origin, a);
vectoangles(a, a);
AngleVectors(a, fwd, NULL, NULL);
midorg[0] = bs->origin[0] + fwd[0]*bs->frame_Enemy_Len/2;
midorg[1] = bs->origin[1] + fwd[1]*bs->frame_Enemy_Len/2;
midorg[2] = bs->origin[2] + fwd[2]*bs->frame_Enemy_Len/2;
VectorCopy(midorg, downvec);
downvec[2] -= 4096;
trap_Trace(&tr, midorg, mins, maxs, downvec, -1, MASK_SOLID);
mid_down = (int)tr.endpos[2];
if (me_down == en_down &&
en_down == mid_down)
{
if (usethisvec[2] > (bs->origin[2]+32) &&
bs->currentEnemy->client &&
bs->currentEnemy->client->ps.groundEntityNum == ENTITYNUM_NONE)
{
bs->jumpTime = level.time + 100;
}
if (bs->frame_Enemy_Len > 128)
{ //be ready to attack
bs->saberDefending = 0;
bs->saberDefendDecideTime = level.time + Q_irand(1000, 2000);
}
else
{
if (bs->saberDefendDecideTime < level.time)
{
if (bs->saberDefending)
{
bs->saberDefending = 0;
}
else
{
bs->saberDefending = 1;
}
bs->saberDefendDecideTime = level.time + Q_irand(500, 2000);
}
}
if (bs->frame_Enemy_Len < 54)
{
VectorCopy(bs->origin, bs->goalPosition);
bs->saberBFTime = 0;
}
else
{
VectorCopy(usethisvec, bs->goalPosition);
}
if (bs->currentEnemy && bs->currentEnemy->client)
{
if (!BG_SaberInSpecial(bs->currentEnemy->client->ps.saberMove) && bs->frame_Enemy_Len > 90 && bs->saberBFTime > level.time && bs->saberBTime > level.time && bs->beStill < level.time && bs->saberSTime < level.time)
{
bs->beStill = level.time + Q_irand(500, 1000);
bs->saberSTime = level.time + Q_irand(1200, 1800);
}
else if (bs->currentEnemy->client->ps.weapon == WP_SABER && bs->frame_Enemy_Len < 80 && (Q_irand(1, 10) < 8 && bs->saberBFTime < level.time) || bs->saberBTime > level.time || BG_SaberInKata(bs->currentEnemy->client->ps.saberMove) || bs->currentEnemy->client->ps.saberMove == LS_SPINATTACK || bs->currentEnemy->client->ps.saberMove == LS_SPINATTACK_DUAL)
{
vec3_t vs;
vec3_t groundcheck;
int idealDist;
int checkIncr = 0;
VectorSubtract(bs->origin, usethisvec, vs);
VectorNormalize(vs);
if (BG_SaberInKata(bs->currentEnemy->client->ps.saberMove) || bs->currentEnemy->client->ps.saberMove == LS_SPINATTACK || bs->currentEnemy->client->ps.saberMove == LS_SPINATTACK_DUAL)
{
idealDist = 256;
}
else
{
idealDist = 64;
}
while (checkIncr < idealDist)
{
bs->goalPosition[0] = bs->origin[0] + vs[0]*checkIncr;
bs->goalPosition[1] = bs->origin[1] + vs[1]*checkIncr;
bs->goalPosition[2] = bs->origin[2] + vs[2]*checkIncr;
if (bs->saberBTime < level.time)
{
bs->saberBFTime = level.time + Q_irand(900, 1300);
bs->saberBTime = level.time + Q_irand(300, 700);
}
VectorCopy(bs->goalPosition, groundcheck);
groundcheck[2] -= 64;
trap_Trace(&tr, bs->goalPosition, NULL, NULL, groundcheck, bs->client, MASK_SOLID);
if (tr.fraction == 1.0f)
{ //don't back off of a ledge
VectorCopy(usethisvec, bs->goalPosition);
break;
}
checkIncr += 64;
}
}
else if (bs->currentEnemy->client->ps.weapon == WP_SABER && bs->frame_Enemy_Len >= 75)
{
bs->saberBFTime = level.time + Q_irand(700, 1300);
bs->saberBTime = 0;
}
}
/*AngleVectors(bs->viewangles, NULL, fwd, NULL);
if (bs->meleeStrafeDir)
{
bs->goalPosition[0] += fwd[0]*16;
bs->goalPosition[1] += fwd[1]*16;
bs->goalPosition[2] += fwd[2]*16;
}
else
{
bs->goalPosition[0] -= fwd[0]*16;
bs->goalPosition[1] -= fwd[1]*16;
bs->goalPosition[2] -= fwd[2]*16;
}*/
}
else if (bs->frame_Enemy_Len <= 56)
{
bs->doAttack = 1;
bs->saberDefending = 0;
}
}
//should we be "leading" our aim with this weapon? And if
//so, by how much?
float BotWeaponCanLead(bot_state_t *bs)
{
int weap = bs->cur_ps.weapon;
if (weap == WP_BRYAR_PISTOL)
{
return 0.5;
}
if (weap == WP_BLASTER)
{
return 0.35;
}
if (weap == WP_BOWCASTER)
{
return 0.5;
}
if (weap == WP_REPEATER)
{
return 0.45;
}
if (weap == WP_THERMAL)
{
return 0.5;
}
if (weap == WP_DEMP2)
{
return 0.35;
}
if (weap == WP_ROCKET_LAUNCHER)
{
return 0.7;
}
return 0;
}
//offset the desired view angles with aim leading in mind
void BotAimLeading(bot_state_t *bs, vec3_t headlevel, float leadAmount)
{
int x;
vec3_t predictedSpot;
vec3_t movementVector;
vec3_t a, ang;
float vtotal;
if (!bs->currentEnemy ||
!bs->currentEnemy->client)
{
return;
}
if (!bs->frame_Enemy_Len)
{
return;
}
vtotal = 0;
if (bs->currentEnemy->client->ps.velocity[0] < 0)
{
vtotal += -bs->currentEnemy->client->ps.velocity[0];
}
else
{
vtotal += bs->currentEnemy->client->ps.velocity[0];
}
if (bs->currentEnemy->client->ps.velocity[1] < 0)
{
vtotal += -bs->currentEnemy->client->ps.velocity[1];
}
else
{
vtotal += bs->currentEnemy->client->ps.velocity[1];
}
if (bs->currentEnemy->client->ps.velocity[2] < 0)
{
vtotal += -bs->currentEnemy->client->ps.velocity[2];
}
else
{
vtotal += bs->currentEnemy->client->ps.velocity[2];
}
//G_Printf("Leadin target with a velocity total of %f\n", vtotal);
VectorCopy(bs->currentEnemy->client->ps.velocity, movementVector);
VectorNormalize(movementVector);
x = bs->frame_Enemy_Len*leadAmount; //hardly calculated with an exact science, but it works
if (vtotal > 400)
{
vtotal = 400;
}
if (vtotal)
{
x = (bs->frame_Enemy_Len*0.9)*leadAmount*(vtotal*0.0012); //hardly calculated with an exact science, but it works
}
else
{
x = (bs->frame_Enemy_Len*0.9)*leadAmount; //hardly calculated with an exact science, but it works
}
predictedSpot[0] = headlevel[0] + (movementVector[0]*x);
predictedSpot[1] = headlevel[1] + (movementVector[1]*x);
predictedSpot[2] = headlevel[2] + (movementVector[2]*x);
VectorSubtract(predictedSpot, bs->eye, a);
vectoangles(a, ang);
VectorCopy(ang, bs->goalAngles);
}
//wobble our aim around based on our sk1llz
void BotAimOffsetGoalAngles(bot_state_t *bs)
{
int i;
float accVal;
i = 0;
if (bs->skills.perfectaim)
{
return;
}
if (bs->aimOffsetTime > level.time)
{
if (bs->aimOffsetAmtYaw)
{
bs->goalAngles[YAW] += bs->aimOffsetAmtYaw;
}
if (bs->aimOffsetAmtPitch)
{
bs->goalAngles[PITCH] += bs->aimOffsetAmtPitch;
}
while (i <= 2)
{
if (bs->goalAngles[i] > 360)
{
bs->goalAngles[i] -= 360;
}
if (bs->goalAngles[i] < 0)
{
bs->goalAngles[i] += 360;
}
i++;
}
return;
}
accVal = bs->skills.accuracy/bs->settings.skill;
if (bs->currentEnemy && BotMindTricked(bs->client, bs->currentEnemy->s.number))
{ //having to judge where they are by hearing them, so we should be quite inaccurate here
accVal *= 7;
if (accVal < 30)
{
accVal = 30;
}
}
if (bs->revengeEnemy && bs->revengeHateLevel &&
bs->currentEnemy == bs->revengeEnemy)
{ //bot becomes more skilled as anger level raises
accVal = accVal/bs->revengeHateLevel;
}
if (bs->currentEnemy && bs->frame_Enemy_Vis)
{ //assume our goal is aiming at the enemy, seeing as he's visible and all
if (!bs->currentEnemy->s.pos.trDelta[0] &&
!bs->currentEnemy->s.pos.trDelta[1] &&
!bs->currentEnemy->s.pos.trDelta[2])
{
accVal = 0; //he's not even moving, so he shouldn't really be hard to hit.
}
else
{
accVal += accVal*0.25; //if he's moving he's this much harder to hit
}
if (g_entities[bs->client].s.pos.trDelta[0] ||
g_entities[bs->client].s.pos.trDelta[1] ||
g_entities[bs->client].s.pos.trDelta[2])
{
accVal += accVal*0.15; //make it somewhat harder to aim if we're moving also
}
}
if (accVal > 90)
{
accVal = 90;
}
if (accVal < 1)
{
accVal = 0;
}
if (!accVal)
{
bs->aimOffsetAmtYaw = 0;
bs->aimOffsetAmtPitch = 0;
return;
}
if (rand()%10 <= 5)
{
bs->aimOffsetAmtYaw = rand()%(int)accVal;
}
else
{
bs->aimOffsetAmtYaw = -(rand()%(int)accVal);
}
if (rand()%10 <= 5)
{
bs->aimOffsetAmtPitch = rand()%(int)accVal;
}
else
{
bs->aimOffsetAmtPitch = -(rand()%(int)accVal);
}
bs->aimOffsetTime = level.time + rand()%500 + 200;
}
//do we want to alt fire with this weapon?
int ShouldSecondaryFire(bot_state_t *bs)
{
int weap;
int dif;
float rTime;
weap = bs->cur_ps.weapon;
if (bs->cur_ps.ammo[weaponData[weap].ammoIndex] < weaponData[weap].altEnergyPerShot)
{
return 0;
}
if (bs->cur_ps.weaponstate == WEAPON_CHARGING_ALT && bs->cur_ps.weapon == WP_ROCKET_LAUNCHER)
{
float heldTime = (level.time - bs->cur_ps.weaponChargeTime);
rTime = bs->cur_ps.rocketLockTime;
if (rTime < 1)
{
rTime = bs->cur_ps.rocketLastValidTime;
}
if (heldTime > 5000)
{ //just give up and release it if we can't manage a lock in 5 seconds
return 2;
}
if (rTime > 0)
{
dif = ( level.time - rTime ) / ( 1200.0f / 16.0f );
if (dif >= 10)
{
return 2;
}
else if (bs->frame_Enemy_Len > 250)
{
return 1;
}
}
else if (bs->frame_Enemy_Len > 250)
{
return 1;
}
}
else if ((bs->cur_ps.weaponstate == WEAPON_CHARGING_ALT) && (level.time - bs->cur_ps.weaponChargeTime) > bs->altChargeTime)
{
return 2;
}
else if (bs->cur_ps.weaponstate == WEAPON_CHARGING_ALT)
{
return 1;
}
if (weap == WP_BRYAR_PISTOL && bs->frame_Enemy_Len < 300)
{
return 1;
}
else if (weap == WP_BOWCASTER && bs->frame_Enemy_Len > 300)
{
return 1;
}
else if (weap == WP_REPEATER && bs->frame_Enemy_Len < 600 && bs->frame_Enemy_Len > 250)
{
return 1;
}
else if (weap == WP_BLASTER && bs->frame_Enemy_Len < 300)
{
return 1;
}
else if (weap == WP_ROCKET_LAUNCHER && bs->frame_Enemy_Len > 250)
{
return 1;
}
return 0;
}
//standard weapon combat routines
int CombatBotAI(bot_state_t *bs, float thinktime)
{
vec3_t eorg, a;
int secFire;
float fovcheck;
if (!bs->currentEnemy)
{
return 0;
}
if (bs->currentEnemy->client)
{
VectorCopy(bs->currentEnemy->client->ps.origin, eorg);
}
else
{
VectorCopy(bs->currentEnemy->s.origin, eorg);
}
VectorSubtract(eorg, bs->eye, a);
vectoangles(a, a);
if (BotGetWeaponRange(bs) == BWEAPONRANGE_SABER)
{
if (bs->frame_Enemy_Len <= SABER_ATTACK_RANGE)
{
bs->doAttack = 1;
}
}
else if (BotGetWeaponRange(bs) == BWEAPONRANGE_MELEE)
{
if (bs->frame_Enemy_Len <= MELEE_ATTACK_RANGE)
{
bs->doAttack = 1;
}
}
else
{
if (bs->cur_ps.weapon == WP_THERMAL || bs->cur_ps.weapon == WP_ROCKET_LAUNCHER)
{ //be careful with the hurty weapons
fovcheck = 40;
if (bs->cur_ps.weaponstate == WEAPON_CHARGING_ALT &&
bs->cur_ps.weapon == WP_ROCKET_LAUNCHER)
{ //if we're charging the weapon up then we can hold fire down within a normal fov
fovcheck = 60;
}
}
else
{
fovcheck = 60;
}
if (bs->cur_ps.weaponstate == WEAPON_CHARGING ||
bs->cur_ps.weaponstate == WEAPON_CHARGING_ALT)
{
fovcheck = 160;
}
if (bs->frame_Enemy_Len < 128)
{
fovcheck *= 2;
}
if (InFieldOfVision(bs->viewangles, fovcheck, a))
{
if (bs->cur_ps.weapon == WP_THERMAL)
{
if (((level.time - bs->cur_ps.weaponChargeTime) < (bs->frame_Enemy_Len*2) &&
(level.time - bs->cur_ps.weaponChargeTime) < 4000 &&
bs->frame_Enemy_Len > 64) ||
(bs->cur_ps.weaponstate != WEAPON_CHARGING &&
bs->cur_ps.weaponstate != WEAPON_CHARGING_ALT))
{
if (bs->cur_ps.weaponstate != WEAPON_CHARGING && bs->cur_ps.weaponstate != WEAPON_CHARGING_ALT)
{
if (bs->frame_Enemy_Len > 512 && bs->frame_Enemy_Len < 800)
{
bs->doAltAttack = 1;
//bs->doAttack = 1;
}
else
{
bs->doAttack = 1;
//bs->doAltAttack = 1;
}
}
if (bs->cur_ps.weaponstate == WEAPON_CHARGING)
{
bs->doAttack = 1;
}
else if (bs->cur_ps.weaponstate == WEAPON_CHARGING_ALT)
{
bs->doAltAttack = 1;
}
}
}
else
{
secFire = ShouldSecondaryFire(bs);
if (bs->cur_ps.weaponstate != WEAPON_CHARGING_ALT &&
bs->cur_ps.weaponstate != WEAPON_CHARGING)
{
bs->altChargeTime = Q_irand(500, 1000);
}
if (secFire == 1)
{
bs->doAltAttack = 1;
}
else if (!secFire)
{
if (bs->cur_ps.weapon != WP_THERMAL)
{
if (bs->cur_ps.weaponstate != WEAPON_CHARGING ||
bs->altChargeTime > (level.time - bs->cur_ps.weaponChargeTime))
{
bs->doAttack = 1;
}
}
else
{
bs->doAttack = 1;
}
}
if (secFire == 2)
{ //released a charge
return 1;
}
}
}
}
return 0;
}
//we messed up and got off the normal path, let's fall
//back to jumping around and turning in random
//directions off walls to see if we can get back to a
//good place.
int BotFallbackNavigation(bot_state_t *bs)
{
vec3_t b_angle, fwd, trto, mins, maxs;
trace_t tr;
if (bs->currentEnemy && bs->frame_Enemy_Vis)
{
return 2; //we're busy
}
mins[0] = -15;
mins[1] = -15;
mins[2] = 0;
maxs[0] = 15;
maxs[1] = 15;
maxs[2] = 32;
bs->goalAngles[PITCH] = 0;
bs->goalAngles[ROLL] = 0;
VectorCopy(bs->goalAngles, b_angle);
AngleVectors(b_angle, fwd, NULL, NULL);
trto[0] = bs->origin[0] + fwd[0]*16;
trto[1] = bs->origin[1] + fwd[1]*16;
trto[2] = bs->origin[2] + fwd[2]*16;
trap_Trace(&tr, bs->origin, mins, maxs, trto, ENTITYNUM_NONE, MASK_SOLID);
if (tr.fraction == 1)
{
VectorCopy(trto, bs->goalPosition);
return 1; //success!
}
else
{
bs->goalAngles[YAW] = rand()%360;
}
return 0;
}
int BotTryAnotherWeapon(bot_state_t *bs)
{ //out of ammo, resort to the first weapon we come across that has ammo
int i;
i = 1;
while (i < WP_NUM_WEAPONS)
{
if (bs->cur_ps.ammo[weaponData[i].ammoIndex] >= weaponData[i].energyPerShot &&
(bs->cur_ps.stats[STAT_WEAPONS] & (1 << i)))
{
bs->virtualWeapon = i;
BotSelectWeapon(bs->client, i);
//bs->cur_ps.weapon = i;
//level.clients[bs->client].ps.weapon = i;
return 1;
}
i++;
}
if (bs->cur_ps.weapon != 1 && bs->virtualWeapon != 1)
{ //should always have this.. shouldn't we?
bs->virtualWeapon = 1;
BotSelectWeapon(bs->client, 1);
//bs->cur_ps.weapon = 1;
//level.clients[bs->client].ps.weapon = 1;
return 1;
}
return 0;
}
//is this weapon available to us?
qboolean BotWeaponSelectable(bot_state_t *bs, int weapon)
{
if (weapon == WP_NONE)
{
return qfalse;
}
if (bs->cur_ps.ammo[weaponData[weapon].ammoIndex] >= weaponData[weapon].energyPerShot &&
(bs->cur_ps.stats[STAT_WEAPONS] & (1 << weapon)))
{
return qtrue;
}
return qfalse;
}
//select the best weapon we can
int BotSelectIdealWeapon(bot_state_t *bs)
{
int i;
int bestweight = -1;
int bestweapon = 0;
i = 0;
while (i < WP_NUM_WEAPONS)
{
if (bs->cur_ps.ammo[weaponData[i].ammoIndex] >= weaponData[i].energyPerShot &&
bs->botWeaponWeights[i] > bestweight &&
(bs->cur_ps.stats[STAT_WEAPONS] & (1 << i)))
{
if (i == WP_THERMAL)
{ //special case..
if (bs->currentEnemy && bs->frame_Enemy_Len < 700)
{
bestweight = bs->botWeaponWeights[i];
bestweapon = i;
}
}
else
{
bestweight = bs->botWeaponWeights[i];
bestweapon = i;
}
}
i++;
}
if ( bs->currentEnemy && bs->frame_Enemy_Len < 300 &&
(bestweapon == WP_BRYAR_PISTOL || bestweapon == WP_BLASTER || bestweapon == WP_BOWCASTER) &&
(bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_SABER)) )
{
bestweapon = WP_SABER;
bestweight = 1;
}
if ( bs->currentEnemy && bs->frame_Enemy_Len > 300 &&
bs->currentEnemy->client && bs->currentEnemy->client->ps.weapon != WP_SABER &&
(bestweapon == WP_SABER) )
{ //if the enemy is far away, and we have our saber selected, see if we have any good distance weapons instead
if (BotWeaponSelectable(bs, WP_DISRUPTOR))
{
bestweapon = WP_DISRUPTOR;
bestweight = 1;
}
else if (BotWeaponSelectable(bs, WP_ROCKET_LAUNCHER))
{
bestweapon = WP_ROCKET_LAUNCHER;
bestweight = 1;
}
else if (BotWeaponSelectable(bs, WP_BOWCASTER))
{
bestweapon = WP_BOWCASTER;
bestweight = 1;
}
else if (BotWeaponSelectable(bs, WP_BLASTER))
{
bestweapon = WP_BLASTER;
bestweight = 1;
}
else if (BotWeaponSelectable(bs, WP_REPEATER))
{
bestweapon = WP_REPEATER;
bestweight = 1;
}
else if (BotWeaponSelectable(bs, WP_DEMP2))
{
bestweapon = WP_DEMP2;
bestweight = 1;
}
}
//assert(bs->cur_ps.weapon > 0 && bestweapon > 0);
if (bestweight != -1 && bs->cur_ps.weapon != bestweapon && bs->virtualWeapon != bestweapon)
{
bs->virtualWeapon = bestweapon;
BotSelectWeapon(bs->client, bestweapon);
//bs->cur_ps.weapon = bestweapon;
//level.clients[bs->client].ps.weapon = bestweapon;
return 1;
}
//assert(bs->cur_ps.weapon > 0);
return 0;
}
//check/select the chosen weapon
int BotSelectChoiceWeapon(bot_state_t *bs, int weapon, int doselection)
{ //if !doselection then bot will only check if he has the specified weapon and return 1 (yes) or 0 (no)
int i;
int hasit = 0;
i = 0;
while (i < WP_NUM_WEAPONS)
{
if (bs->cur_ps.ammo[weaponData[i].ammoIndex] > weaponData[i].energyPerShot &&
i == weapon &&
(bs->cur_ps.stats[STAT_WEAPONS] & (1 << i)))
{
hasit = 1;
break;
}
i++;
}
if (hasit && bs->cur_ps.weapon != weapon && doselection && bs->virtualWeapon != weapon)
{
bs->virtualWeapon = weapon;
BotSelectWeapon(bs->client, weapon);
//bs->cur_ps.weapon = weapon;
//level.clients[bs->client].ps.weapon = weapon;
return 2;
}
if (hasit)
{
return 1;
}
return 0;
}
//override our standard weapon choice with a melee weapon
int BotSelectMelee(bot_state_t *bs)
{
if (bs->cur_ps.weapon != 1 && bs->virtualWeapon != 1)
{
bs->virtualWeapon = 1;
BotSelectWeapon(bs->client, 1);
//bs->cur_ps.weapon = 1;
//level.clients[bs->client].ps.weapon = 1;
return 1;
}
return 0;
}
//See if we our in love with the potential bot.
int GetLoveLevel(bot_state_t *bs, bot_state_t *love)
{
int i = 0;
const char *lname = NULL;
if (g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL)
{ //There is no love in 1-on-1
return 0;
}
if (!bs || !love || !g_entities[love->client].client)
{
return 0;
}
if (!bs->lovednum)
{
return 0;
}
if (!bot_attachments.integer)
{
return 1;
}
lname = g_entities[love->client].client->pers.netname;
if (!lname)
{
return 0;
}
while (i < bs->lovednum)
{
if (strcmp(bs->loved[i].name, lname) == 0)
{
return bs->loved[i].level;
}
i++;
}
return 0;
}
//Our loved one was killed. We must become infuriated!
void BotLovedOneDied(bot_state_t *bs, bot_state_t *loved, int lovelevel)
{
if (!loved->lastHurt || !loved->lastHurt->client ||
loved->lastHurt->s.number == loved->client)
{
return;
}
if (g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL)
{ //There is no love in 1-on-1
return;
}
if (!IsTeamplay())
{
if (lovelevel < 2)
{
return;
}
}
else if (OnSameTeam(&g_entities[bs->client], loved->lastHurt))
{ //don't hate teammates no matter what
return;
}
if (loved->client == loved->lastHurt->s.number)
{
return;
}
if (bs->client == loved->lastHurt->s.number)
{ //oops!
return;
}
if (!bot_attachments.integer)
{
return;
}
if (!PassLovedOneCheck(bs, loved->lastHurt))
{ //a loved one killed a loved one.. you cannot hate them
bs->chatObject = loved->lastHurt;
bs->chatAltObject = &g_entities[loved->client];
BotDoChat(bs, "LovedOneKilledLovedOne", 0);
return;
}
if (bs->revengeEnemy == loved->lastHurt)
{
if (bs->revengeHateLevel < bs->loved_death_thresh)
{
bs->revengeHateLevel++;
if (bs->revengeHateLevel == bs->loved_death_thresh)
{
//broke into the highest anger level
//CHAT: Hatred section
bs->chatObject = loved->lastHurt;
bs->chatAltObject = NULL;
BotDoChat(bs, "Hatred", 1);
}
}
}
else if (bs->revengeHateLevel < bs->loved_death_thresh-1)
{ //only switch hatred if we don't hate the existing revenge-enemy too much
//CHAT: BelovedKilled section
bs->chatObject = &g_entities[loved->client];
bs->chatAltObject = loved->lastHurt;
BotDoChat(bs, "BelovedKilled", 0);
bs->revengeHateLevel = 0;
bs->revengeEnemy = loved->lastHurt;
}
}
void BotDeathNotify(bot_state_t *bs)
{ //in case someone has an emotional attachment to us, we'll notify them
int i = 0;
int ltest = 0;
while (i < MAX_CLIENTS)
{
if (botstates[i] && botstates[i]->lovednum)
{
ltest = 0;
while (ltest < botstates[i]->lovednum)
{
if (strcmp(level.clients[bs->client].pers.netname, botstates[i]->loved[ltest].name) == 0)
{
BotLovedOneDied(botstates[i], bs, botstates[i]->loved[ltest].level);
break;
}
ltest++;
}
}
i++;
}
}
//perform strafe trace checks
void StrafeTracing(bot_state_t *bs)
{
vec3_t mins, maxs;
vec3_t right, rorg, drorg;
trace_t tr;
mins[0] = -15;
mins[1] = -15;
//mins[2] = -24;
mins[2] = -22;
maxs[0] = 15;
maxs[1] = 15;
maxs[2] = 32;
AngleVectors(bs->viewangles, NULL, right, NULL);
if (bs->meleeStrafeDir)
{
rorg[0] = bs->origin[0] - right[0]*32;
rorg[1] = bs->origin[1] - right[1]*32;
rorg[2] = bs->origin[2] - right[2]*32;
}
else
{
rorg[0] = bs->origin[0] + right[0]*32;
rorg[1] = bs->origin[1] + right[1]*32;
rorg[2] = bs->origin[2] + right[2]*32;
}
trap_Trace(&tr, bs->origin, mins, maxs, rorg, bs->client, MASK_SOLID);
if (tr.fraction != 1)
{
bs->meleeStrafeDisable = level.time + Q_irand(500, 1500);
}
VectorCopy(rorg, drorg);
drorg[2] -= 32;
trap_Trace(&tr, rorg, NULL, NULL, drorg, bs->client, MASK_SOLID);
if (tr.fraction == 1)
{ //this may be a dangerous ledge, so don't strafe over it just in case
bs->meleeStrafeDisable = level.time + Q_irand(500, 1500);
}
}
//doing primary weapon fire
int PrimFiring(bot_state_t *bs)
{
if (bs->cur_ps.weaponstate != WEAPON_CHARGING &&
bs->doAttack)
{
return 1;
}
if (bs->cur_ps.weaponstate == WEAPON_CHARGING &&
!bs->doAttack)
{
return 1;
}
return 0;
}
//should we keep our primary weapon from firing?
int KeepPrimFromFiring(bot_state_t *bs)
{
if (bs->cur_ps.weaponstate != WEAPON_CHARGING &&
bs->doAttack)
{
bs->doAttack = 0;
}
if (bs->cur_ps.weaponstate == WEAPON_CHARGING &&
!bs->doAttack)
{
bs->doAttack = 1;
}
return 0;
}
//doing secondary weapon fire
int AltFiring(bot_state_t *bs)
{
if (bs->cur_ps.weaponstate != WEAPON_CHARGING_ALT &&
bs->doAltAttack)
{
return 1;
}
if (bs->cur_ps.weaponstate == WEAPON_CHARGING_ALT &&
!bs->doAltAttack)
{
return 1;
}
return 0;
}
//should we keep our alt from firing?
int KeepAltFromFiring(bot_state_t *bs)
{
if (bs->cur_ps.weaponstate != WEAPON_CHARGING_ALT &&
bs->doAltAttack)
{
bs->doAltAttack = 0;
}
if (bs->cur_ps.weaponstate == WEAPON_CHARGING_ALT &&
!bs->doAltAttack)
{
bs->doAltAttack = 1;
}
return 0;
}
//Try not to shoot our friends in the back. Or in the face. Or anywhere, really.
gentity_t *CheckForFriendInLOF(bot_state_t *bs)
{
vec3_t fwd;
vec3_t trfrom, trto;
vec3_t mins, maxs;
gentity_t *trent;
trace_t tr;
mins[0] = -3;
mins[1] = -3;
mins[2] = -3;
maxs[0] = 3;
maxs[1] = 3;
maxs[2] = 3;
AngleVectors(bs->viewangles, fwd, NULL, NULL);
VectorCopy(bs->eye, trfrom);
trto[0] = trfrom[0] + fwd[0]*2048;
trto[1] = trfrom[1] + fwd[1]*2048;
trto[2] = trfrom[2] + fwd[2]*2048;
trap_Trace(&tr, trfrom, mins, maxs, trto, bs->client, MASK_PLAYERSOLID);
if (tr.fraction != 1 && tr.entityNum <= MAX_CLIENTS)
{
trent = &g_entities[tr.entityNum];
if (trent && trent->client)
{
if (IsTeamplay() && OnSameTeam(&g_entities[bs->client], trent))
{
return trent;
}
if (botstates[trent->s.number] && GetLoveLevel(bs, botstates[trent->s.number]) > 1)
{
return trent;
}
}
}
return NULL;
}
void BotScanForLeader(bot_state_t *bs)
{ //bots will only automatically obtain a leader if it's another bot using this method.
int i = 0;
gentity_t *ent;
if (bs->isSquadLeader)
{
return;
}
while (i < MAX_CLIENTS)
{
ent = &g_entities[i];
if (ent && ent->client && botstates[i] && botstates[i]->isSquadLeader && bs->client != i)
{
if (OnSameTeam(&g_entities[bs->client], ent))
{
bs->squadLeader = ent;
break;
}
if (GetLoveLevel(bs, botstates[i]) > 1 && !IsTeamplay())
{ //ignore love status regarding squad leaders if we're in teamplay
bs->squadLeader = ent;
break;
}
}
i++;
}
}
//w3rd to the p33pz.
void BotReplyGreetings(bot_state_t *bs)
{
int i = 0;
int numhello = 0;
while (i < MAX_CLIENTS)
{
if (botstates[i] &&
botstates[i]->canChat &&
i != bs->client)
{
botstates[i]->chatObject = &g_entities[bs->client];
botstates[i]->chatAltObject = NULL;
if (BotDoChat(botstates[i], "ResponseGreetings", 0))
{
numhello++;
}
}
if (numhello > 3)
{ //don't let more than 4 bots say hello at once
return;
}
i++;
}
}
//try to move in to grab a nearby flag
void CTFFlagMovement(bot_state_t *bs)
{
int diddrop = 0;
gentity_t *desiredDrop = NULL;
vec3_t a, mins, maxs;
trace_t tr;
mins[0] = -15;
mins[1] = -15;
mins[2] = -7;
maxs[0] = 15;
maxs[1] = 15;
maxs[2] = 7;
if (bs->wantFlag && (bs->wantFlag->flags & FL_DROPPED_ITEM))
{
if (bs->staticFlagSpot[0] == bs->wantFlag->s.pos.trBase[0] &&
bs->staticFlagSpot[1] == bs->wantFlag->s.pos.trBase[1] &&
bs->staticFlagSpot[2] == bs->wantFlag->s.pos.trBase[2])
{
VectorSubtract(bs->origin, bs->wantFlag->s.pos.trBase, a);
if (VectorLength(a) <= BOT_FLAG_GET_DISTANCE)
{
VectorCopy(bs->wantFlag->s.pos.trBase, bs->goalPosition);
return;
}
else
{
bs->wantFlag = NULL;
}
}
else
{
bs->wantFlag = NULL;
}
}
else if (bs->wantFlag)
{
bs->wantFlag = NULL;
}
if (flagRed && flagBlue)
{
if (bs->wpDestination == flagRed ||
bs->wpDestination == flagBlue)
{
if (bs->wpDestination == flagRed && droppedRedFlag && (droppedRedFlag->flags & FL_DROPPED_ITEM) && droppedRedFlag->classname && strcmp(droppedRedFlag->classname, "freed") != 0)
{
desiredDrop = droppedRedFlag;
diddrop = 1;
}
if (bs->wpDestination == flagBlue && droppedBlueFlag && (droppedBlueFlag->flags & FL_DROPPED_ITEM) && droppedBlueFlag->classname && strcmp(droppedBlueFlag->classname, "freed") != 0)
{
desiredDrop = droppedBlueFlag;
diddrop = 1;
}
if (diddrop && desiredDrop)
{
VectorSubtract(bs->origin, desiredDrop->s.pos.trBase, a);
if (VectorLength(a) <= BOT_FLAG_GET_DISTANCE)
{
trap_Trace(&tr, bs->origin, mins, maxs, desiredDrop->s.pos.trBase, bs->client, MASK_SOLID);
if (tr.fraction == 1 || tr.entityNum == desiredDrop->s.number)
{
VectorCopy(desiredDrop->s.pos.trBase, bs->goalPosition);
VectorCopy(desiredDrop->s.pos.trBase, bs->staticFlagSpot);
return;
}
}
}
}
}
}
//see if we want to make our detpacks blow up
void BotCheckDetPacks(bot_state_t *bs)
{
gentity_t *dp = NULL;
gentity_t *myDet = NULL;
vec3_t a;
float enLen;
float myLen;
while ( (dp = G_Find( dp, FOFS(classname), "detpack") ) != NULL )
{
if (dp && dp->parent && dp->parent->s.number == bs->client)
{
myDet = dp;
break;
}
}
if (!myDet)
{
return;
}
if (!bs->currentEnemy || !bs->currentEnemy->client || !bs->frame_Enemy_Vis)
{ //require the enemy to be visilbe just to be fair..
//unless..
if (bs->currentEnemy && bs->currentEnemy->client &&
(level.time - bs->plantContinue) < 5000)
{ //it's a fresh plant (within 5 seconds) so we should be able to guess
goto stillmadeit;
}
return;
}
stillmadeit:
VectorSubtract(bs->currentEnemy->client->ps.origin, myDet->s.pos.trBase, a);
enLen = VectorLength(a);
VectorSubtract(bs->origin, myDet->s.pos.trBase, a);
myLen = VectorLength(a);
if (enLen > myLen)
{
return;
}
if (enLen < BOT_PLANT_BLOW_DISTANCE && OrgVisible(bs->currentEnemy->client->ps.origin, myDet->s.pos.trBase, bs->currentEnemy->s.number))
{ //we could just call the "blow all my detpacks" function here, but I guess that's cheating.
bs->plantKillEmAll = level.time + 500;
}
}
//see if it would be beneficial at this time to use one of our inv items
int BotUseInventoryItem(bot_state_t *bs)
{
if (bs->cur_ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_MEDPAC))
{
if (g_entities[bs->client].health <= 75)
{
bs->cur_ps.stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(HI_MEDPAC, IT_HOLDABLE);
goto wantuseitem;
}
}
if (bs->cur_ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_MEDPAC_BIG))
{
if (g_entities[bs->client].health <= 50)
{
bs->cur_ps.stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(HI_MEDPAC_BIG, IT_HOLDABLE);
goto wantuseitem;
}
}
if (bs->cur_ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_SEEKER))
{
if (bs->currentEnemy && bs->frame_Enemy_Vis)
{
bs->cur_ps.stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(HI_SEEKER, IT_HOLDABLE);
goto wantuseitem;
}
}
if (bs->cur_ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_SENTRY_GUN))
{
if (bs->currentEnemy && bs->frame_Enemy_Vis)
{
bs->cur_ps.stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(HI_SENTRY_GUN, IT_HOLDABLE);
goto wantuseitem;
}
}
if (bs->cur_ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_SHIELD))
{
if (bs->currentEnemy && bs->frame_Enemy_Vis && bs->runningToEscapeThreat)
{ //this will (hopefully) result in the bot placing the shield down while facing
//the enemy and running away
bs->cur_ps.stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(HI_SHIELD, IT_HOLDABLE);
goto wantuseitem;
}
}
return 0;
wantuseitem:
level.clients[bs->client].ps.stats[STAT_HOLDABLE_ITEM] = bs->cur_ps.stats[STAT_HOLDABLE_ITEM];
return 1;
}
//trace forward to see if we can plant a detpack or something
int BotSurfaceNear(bot_state_t *bs)
{
trace_t tr;
vec3_t fwd;
AngleVectors(bs->viewangles, fwd, NULL, NULL);
fwd[0] = bs->origin[0]+(fwd[0]*64);
fwd[1] = bs->origin[1]+(fwd[1]*64);
fwd[2] = bs->origin[2]+(fwd[2]*64);
trap_Trace(&tr, bs->origin, NULL, NULL, fwd, bs->client, MASK_SOLID);
if (tr.fraction != 1)
{
return 1;
}
return 0;
}
//could we block projectiles from the weapon potentially with a light saber?
int BotWeaponBlockable(int weapon)
{
switch (weapon)
{
case WP_STUN_BATON:
case WP_MELEE:
return 0;
case WP_DISRUPTOR:
return 0;
case WP_DEMP2:
return 0;
case WP_ROCKET_LAUNCHER:
return 0;
case WP_THERMAL:
return 0;
case WP_TRIP_MINE:
return 0;
case WP_DET_PACK:
return 0;
default:
return 1;
}
}
void Cmd_EngageDuel_f(gentity_t *ent);
void Cmd_ToggleSaber_f(gentity_t *ent);
//movement overrides
void Bot_SetForcedMovement(int bot, int forward, int right, int up)
{
bot_state_t *bs;
bs = botstates[bot];
if (!bs)
{ //not a bot
return;
}
if (forward != -1)
{
if (bs->forceMove_Forward)
{
bs->forceMove_Forward = 0;
}
else
{
bs->forceMove_Forward = forward;
}
}
if (right != -1)
{
if (bs->forceMove_Right)
{
bs->forceMove_Right = 0;
}
else
{
bs->forceMove_Right = right;
}
}
if (up != -1)
{
if (bs->forceMove_Up)
{
bs->forceMove_Up = 0;
}
else
{
bs->forceMove_Up = up;
}
}
}
//the main AI loop.
//please don't be too frightened.
void StandardBotAI(bot_state_t *bs, float thinktime)
{
int wp, enemy;
int desiredIndex;
int goalWPIndex;
int doingFallback = 0;
int fjHalt;
vec3_t a, ang, headlevel, eorg, noz_x, noz_y, dif, a_fo;
float reaction;
float bLeadAmount;
int meleestrafe = 0;
int useTheForce = 0;
int forceHostile = 0;
int cBAI = 0;
gentity_t *friendInLOF = 0;
float mLen;
int visResult = 0;
int selResult = 0;
int mineSelect = 0;
int detSelect = 0;
vec3_t preFrameGAngles;
if (gDeactivated)
{
bs->wpCurrent = NULL;
bs->currentEnemy = NULL;
bs->wpDestination = NULL;
bs->wpDirection = 0;
return;
}
if (g_entities[bs->client].inuse &&
g_entities[bs->client].client &&
g_entities[bs->client].client->sess.sessionTeam == TEAM_SPECTATOR)
{
bs->wpCurrent = NULL;
bs->currentEnemy = NULL;
bs->wpDestination = NULL;
bs->wpDirection = 0;
return;
}
#ifndef FINAL_BUILD
if (bot_getinthecarrr.integer)
{ //stupid vehicle debug, I tire of having to connect another client to test passengers.
gentity_t *botEnt = &g_entities[bs->client];
if (botEnt->inuse && botEnt->client && botEnt->client->ps.m_iVehicleNum)
{ //in a vehicle, so...
bs->noUseTime = level.time + 5000;
if (bot_getinthecarrr.integer != 2)
{
trap_EA_MoveForward(bs->client);
if (bot_getinthecarrr.integer == 3)
{ //use alt fire
trap_EA_Alt_Attack(bs->client);
}
}
}
else
{ //find one, get in
int i = 0;
gentity_t *vehicle = NULL;
//find the nearest, manned vehicle
while (i < MAX_GENTITIES)
{
vehicle = &g_entities[i];
if (vehicle->inuse && vehicle->client && vehicle->s.eType == ET_NPC &&
vehicle->s.NPC_class == CLASS_VEHICLE && vehicle->m_pVehicle &&
(vehicle->client->ps.m_iVehicleNum || bot_getinthecarrr.integer == 2))
{ //ok, this is a vehicle, and it has a pilot/passengers
break;
}
i++;
}
if (i != MAX_GENTITIES && vehicle)
{ //broke before end so we must've found something
vec3_t v;
VectorSubtract(vehicle->client->ps.origin, bs->origin, v);
VectorNormalize(v);
vectoangles(v, bs->goalAngles);
MoveTowardIdealAngles(bs);
trap_EA_Move(bs->client, v, 5000.0f);
if (bs->noUseTime < (level.time-400))
{
bs->noUseTime = level.time + 500;
}
}
}
return;
}
#endif
if (bot_forgimmick.integer)
{
bs->wpCurrent = NULL;
bs->currentEnemy = NULL;
bs->wpDestination = NULL;
bs->wpDirection = 0;
if (bot_forgimmick.integer == 2)
{ //for debugging saber stuff, this is handy
trap_EA_Attack(bs->client);
}
if (bot_forgimmick.integer == 3)
{ //for testing cpu usage moving around rmg terrain without AI
vec3_t mdir;
VectorSubtract(bs->origin, vec3_origin, mdir);
VectorNormalize(mdir);
trap_EA_Attack(bs->client);
trap_EA_Move(bs->client, mdir, 5000);
}
if (bot_forgimmick.integer == 4)
{ //constantly move toward client 0
if (g_entities[0].client && g_entities[0].inuse)
{
vec3_t mdir;
VectorSubtract(g_entities[0].client->ps.origin, bs->origin, mdir);
VectorNormalize(mdir);
trap_EA_Move(bs->client, mdir, 5000);
}
}
if (bs->forceMove_Forward)
{
if (bs->forceMove_Forward > 0)
{
trap_EA_MoveForward(bs->client);
}
else
{
trap_EA_MoveBack(bs->client);
}
}
if (bs->forceMove_Right)
{
if (bs->forceMove_Right > 0)
{
trap_EA_MoveRight(bs->client);
}
else
{
trap_EA_MoveLeft(bs->client);
}
}
if (bs->forceMove_Up)
{
trap_EA_Jump(bs->client);
}
return;
}
if (!bs->lastDeadTime)
{ //just spawned in?
bs->lastDeadTime = level.time;
}
if (g_entities[bs->client].health < 1)
{
bs->lastDeadTime = level.time;
if (!bs->deathActivitiesDone && bs->lastHurt && bs->lastHurt->client && bs->lastHurt->s.number != bs->client)
{
BotDeathNotify(bs);
if (PassLovedOneCheck(bs, bs->lastHurt))
{
//CHAT: Died
bs->chatObject = bs->lastHurt;
bs->chatAltObject = NULL;
BotDoChat(bs, "Died", 0);
}
else if (!PassLovedOneCheck(bs, bs->lastHurt) &&
botstates[bs->lastHurt->s.number] &&
PassLovedOneCheck(botstates[bs->lastHurt->s.number], &g_entities[bs->client]))
{ //killed by a bot that I love, but that does not love me
bs->chatObject = bs->lastHurt;
bs->chatAltObject = NULL;
BotDoChat(bs, "KilledOnPurposeByLove", 0);
}
bs->deathActivitiesDone = 1;
}
bs->wpCurrent = NULL;
bs->currentEnemy = NULL;
bs->wpDestination = NULL;
bs->wpCamping = NULL;
bs->wpCampingTo = NULL;
bs->wpStoreDest = NULL;
bs->wpDestIgnoreTime = 0;
bs->wpDestSwitchTime = 0;
bs->wpSeenTime = 0;
bs->wpDirection = 0;
if (rand()%10 < 5 &&
(!bs->doChat || bs->chatTime < level.time))
{
trap_EA_Attack(bs->client);
}
return;
}
VectorCopy(bs->goalAngles, preFrameGAngles);
bs->doAttack = 0;
bs->doAltAttack = 0;
//reset the attack states
if (bs->isSquadLeader)
{
CommanderBotAI(bs);
}
else
{
BotDoTeamplayAI(bs);
}
if (!bs->currentEnemy)
{
bs->frame_Enemy_Vis = 0;
}
if (bs->revengeEnemy && bs->revengeEnemy->client &&
bs->revengeEnemy->client->pers.connected != CA_ACTIVE && bs->revengeEnemy->client->pers.connected != CA_AUTHORIZING)
{
bs->revengeEnemy = NULL;
bs->revengeHateLevel = 0;
}
if (bs->currentEnemy && bs->currentEnemy->client &&
bs->currentEnemy->client->pers.connected != CA_ACTIVE && bs->currentEnemy->client->pers.connected != CA_AUTHORIZING)
{
bs->currentEnemy = NULL;
}
fjHalt = 0;
#ifndef FORCEJUMP_INSTANTMETHOD
if (bs->forceJumpChargeTime > level.time)
{
useTheForce = 1;
forceHostile = 0;
}
if (bs->currentEnemy && bs->currentEnemy->client && bs->frame_Enemy_Vis && bs->forceJumpChargeTime < level.time)
#else
if (bs->currentEnemy && bs->currentEnemy->client && bs->frame_Enemy_Vis)
#endif
{
VectorSubtract(bs->currentEnemy->client->ps.origin, bs->eye, a_fo);
vectoangles(a_fo, a_fo);
//do this above all things
if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_PUSH)) && (bs->doForcePush > level.time || bs->cur_ps.fd.forceGripBeingGripped > level.time) && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_PUSH]][FP_PUSH] /*&& InFieldOfVision(bs->viewangles, 50, a_fo)*/)
{
level.clients[bs->client].ps.fd.forcePowerSelected = FP_PUSH;
useTheForce = 1;
forceHostile = 1;
}
else if (bs->cur_ps.fd.forceSide == FORCE_DARKSIDE)
{ //try dark side powers
//in order of priority top to bottom
if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_GRIP)) && (bs->cur_ps.fd.forcePowersActive & (1 << FP_GRIP)) && InFieldOfVision(bs->viewangles, 50, a_fo))
{ //already gripping someone, so hold it
level.clients[bs->client].ps.fd.forcePowerSelected = FP_GRIP;
useTheForce = 1;
forceHostile = 1;
}
else if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_LIGHTNING)) && bs->frame_Enemy_Len < FORCE_LIGHTNING_RADIUS && level.clients[bs->client].ps.fd.forcePower > 50 && InFieldOfVision(bs->viewangles, 50, a_fo))
{
level.clients[bs->client].ps.fd.forcePowerSelected = FP_LIGHTNING;
useTheForce = 1;
forceHostile = 1;
}
else if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_GRIP)) && bs->frame_Enemy_Len < MAX_GRIP_DISTANCE && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_GRIP]][FP_GRIP] && InFieldOfVision(bs->viewangles, 50, a_fo))
{
level.clients[bs->client].ps.fd.forcePowerSelected = FP_GRIP;
useTheForce = 1;
forceHostile = 1;
}
else if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_RAGE)) && g_entities[bs->client].health < 25 && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_RAGE]][FP_RAGE])
{
level.clients[bs->client].ps.fd.forcePowerSelected = FP_RAGE;
useTheForce = 1;
forceHostile = 0;
}
else if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_DRAIN)) && bs->frame_Enemy_Len < MAX_DRAIN_DISTANCE && level.clients[bs->client].ps.fd.forcePower > 50 && InFieldOfVision(bs->viewangles, 50, a_fo) && bs->currentEnemy->client->ps.fd.forcePower > 10 && bs->currentEnemy->client->ps.fd.forceSide == FORCE_LIGHTSIDE)
{
level.clients[bs->client].ps.fd.forcePowerSelected = FP_DRAIN;
useTheForce = 1;
forceHostile = 1;
}
}
else if (bs->cur_ps.fd.forceSide == FORCE_LIGHTSIDE)
{ //try light side powers
if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_ABSORB)) && bs->cur_ps.fd.forceGripCripple &&
level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_ABSORB]][FP_ABSORB])
{ //absorb to get out
level.clients[bs->client].ps.fd.forcePowerSelected = FP_ABSORB;
useTheForce = 1;
forceHostile = 0;
}
else if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_ABSORB)) && bs->cur_ps.electrifyTime >= level.time &&
level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_ABSORB]][FP_ABSORB])
{ //absorb lightning
level.clients[bs->client].ps.fd.forcePowerSelected = FP_ABSORB;
useTheForce = 1;
forceHostile = 0;
}
else if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_TELEPATHY)) && bs->frame_Enemy_Len < MAX_TRICK_DISTANCE && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_TELEPATHY]][FP_TELEPATHY] && InFieldOfVision(bs->viewangles, 50, a_fo) && !(bs->currentEnemy->client->ps.fd.forcePowersActive & (1 << FP_SEE)))
{
level.clients[bs->client].ps.fd.forcePowerSelected = FP_TELEPATHY;
useTheForce = 1;
forceHostile = 1;
}
else if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_ABSORB)) && g_entities[bs->client].health < 75 && bs->currentEnemy->client->ps.fd.forceSide == FORCE_DARKSIDE && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_ABSORB]][FP_ABSORB])
{
level.clients[bs->client].ps.fd.forcePowerSelected = FP_ABSORB;
useTheForce = 1;
forceHostile = 0;
}
else if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_PROTECT)) && g_entities[bs->client].health < 35 && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_PROTECT]][FP_PROTECT])
{
level.clients[bs->client].ps.fd.forcePowerSelected = FP_PROTECT;
useTheForce = 1;
forceHostile = 0;
}
}
if (!useTheForce)
{ //try neutral powers
if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_PUSH)) && bs->cur_ps.fd.forceGripBeingGripped > level.time && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_PUSH]][FP_PUSH] && InFieldOfVision(bs->viewangles, 50, a_fo))
{
level.clients[bs->client].ps.fd.forcePowerSelected = FP_PUSH;
useTheForce = 1;
forceHostile = 1;
}
else if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_SPEED)) && g_entities[bs->client].health < 25 && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_SPEED]][FP_SPEED])
{
level.clients[bs->client].ps.fd.forcePowerSelected = FP_SPEED;
useTheForce = 1;
forceHostile = 0;
}
else if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_SEE)) && BotMindTricked(bs->client, bs->currentEnemy->s.number) && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_SEE]][FP_SEE])
{
level.clients[bs->client].ps.fd.forcePowerSelected = FP_SEE;
useTheForce = 1;
forceHostile = 0;
}
else if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_PULL)) && bs->frame_Enemy_Len < 256 && level.clients[bs->client].ps.fd.forcePower > 75 && InFieldOfVision(bs->viewangles, 50, a_fo))
{
level.clients[bs->client].ps.fd.forcePowerSelected = FP_PULL;
useTheForce = 1;
forceHostile = 1;
}
}
}
if (!useTheForce)
{ //try powers that we don't care if we have an enemy for
if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_HEAL)) && g_entities[bs->client].health < 50 && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_HEAL]][FP_HEAL] && bs->cur_ps.fd.forcePowerLevel[FP_HEAL] > FORCE_LEVEL_1)
{
level.clients[bs->client].ps.fd.forcePowerSelected = FP_HEAL;
useTheForce = 1;
forceHostile = 0;
}
else if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_HEAL)) && g_entities[bs->client].health < 50 && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_HEAL]][FP_HEAL] && !bs->currentEnemy && bs->isCamping > level.time)
{ //only meditate and heal if we're camping
level.clients[bs->client].ps.fd.forcePowerSelected = FP_HEAL;
useTheForce = 1;
forceHostile = 0;
}
}
if (useTheForce && forceHostile)
{
if (bs->currentEnemy && bs->currentEnemy->client &&
!ForcePowerUsableOn(&g_entities[bs->client], bs->currentEnemy, level.clients[bs->client].ps.fd.forcePowerSelected))
{
useTheForce = 0;
forceHostile = 0;
}
}
doingFallback = 0;
bs->deathActivitiesDone = 0;
if (BotUseInventoryItem(bs))
{
if (rand()%10 < 5)
{
trap_EA_Use(bs->client);
}
}
if (bs->cur_ps.ammo[weaponData[bs->cur_ps.weapon].ammoIndex] < weaponData[bs->cur_ps.weapon].energyPerShot)
{
if (BotTryAnotherWeapon(bs))
{
return;
}
}
else
{
if (bs->currentEnemy && bs->lastVisibleEnemyIndex == bs->currentEnemy->s.number &&
bs->frame_Enemy_Vis && bs->forceWeaponSelect /*&& bs->plantContinue < level.time*/)
{
bs->forceWeaponSelect = 0;
}
if (bs->plantContinue > level.time)
{
bs->doAttack = 1;
bs->destinationGrabTime = 0;
}
if (!bs->forceWeaponSelect && bs->cur_ps.hasDetPackPlanted && bs->plantKillEmAll > level.time)
{
bs->forceWeaponSelect = WP_DET_PACK;
}
if (bs->forceWeaponSelect)
{
selResult = BotSelectChoiceWeapon(bs, bs->forceWeaponSelect, 1);
}
if (selResult)
{
if (selResult == 2)
{ //newly selected
return;
}
}
else if (BotSelectIdealWeapon(bs))
{
return;
}
}
/*if (BotSelectMelee(bs))
{
return;
}*/
reaction = bs->skills.reflex/bs->settings.skill;
if (reaction < 0)
{
reaction = 0;
}
if (reaction > 2000)
{
reaction = 2000;
}
if (!bs->currentEnemy)
{
bs->timeToReact = level.time + reaction;
}
if (bs->cur_ps.weapon == WP_DET_PACK && bs->cur_ps.hasDetPackPlanted && bs->plantKillEmAll > level.time)
{
bs->doAltAttack = 1;
}
if (bs->wpCamping)
{
if (bs->isCamping < level.time)
{
bs->wpCamping = NULL;
bs->isCamping = 0;
}
if (bs->currentEnemy && bs->frame_Enemy_Vis)
{
bs->wpCamping = NULL;
bs->isCamping = 0;
}
}
if (bs->wpCurrent &&
(bs->wpSeenTime < level.time || bs->wpTravelTime < level.time))
{
bs->wpCurrent = NULL;
}
if (bs->currentEnemy)
{
if (bs->enemySeenTime < level.time ||
!PassStandardEnemyChecks(bs, bs->currentEnemy))
{
if (bs->revengeEnemy == bs->currentEnemy &&
bs->currentEnemy->health < 1 &&
bs->lastAttacked && bs->lastAttacked == bs->currentEnemy)
{
//CHAT: Destroyed hated one [KilledHatedOne section]
bs->chatObject = bs->revengeEnemy;
bs->chatAltObject = NULL;
BotDoChat(bs, "KilledHatedOne", 1);
bs->revengeEnemy = NULL;
bs->revengeHateLevel = 0;
}
else if (bs->currentEnemy->health < 1 && PassLovedOneCheck(bs, bs->currentEnemy) &&
bs->lastAttacked && bs->lastAttacked == bs->currentEnemy)
{
//CHAT: Killed
bs->chatObject = bs->currentEnemy;
bs->chatAltObject = NULL;
BotDoChat(bs, "Killed", 0);
}
bs->currentEnemy = NULL;
}
}
if (bot_honorableduelacceptance.integer)
{
if (bs->currentEnemy && bs->currentEnemy->client &&
bs->cur_ps.weapon == WP_SABER &&
g_privateDuel.integer &&
bs->frame_Enemy_Vis &&
bs->frame_Enemy_Len < 400 &&
bs->currentEnemy->client->ps.weapon == WP_SABER &&
bs->currentEnemy->client->ps.saberHolstered)
{
vec3_t e_ang_vec;
VectorSubtract(bs->currentEnemy->client->ps.origin, bs->eye, e_ang_vec);
if (InFieldOfVision(bs->viewangles, 100, e_ang_vec))
{ //Our enemy has his saber holstered and has challenged us to a duel, so challenge him back
if (!bs->cur_ps.saberHolstered)
{
Cmd_ToggleSaber_f(&g_entities[bs->client]);
}
else
{
if (bs->currentEnemy->client->ps.duelIndex == bs->client &&
bs->currentEnemy->client->ps.duelTime > level.time &&
!bs->cur_ps.duelInProgress)
{
Cmd_EngageDuel_f(&g_entities[bs->client]);
}
}
bs->doAttack = 0;
bs->doAltAttack = 0;
bs->botChallengingTime = level.time + 100;
bs->beStill = level.time + 100;
}
}
}
//Apparently this "allows you to cheese" when fighting against bots. I'm not sure why you'd want to con bots
//into an easy kill, since they're bots and all. But whatever.
if (!bs->wpCurrent)
{
wp = GetNearestVisibleWP(bs->origin, bs->client);
if (wp != -1)
{
bs->wpCurrent = gWPArray[wp];
bs->wpSeenTime = level.time + 1500;
bs->wpTravelTime = level.time + 10000; //never take more than 10 seconds to travel to a waypoint
}
}
if (bs->enemySeenTime < level.time || !bs->frame_Enemy_Vis || !bs->currentEnemy ||
(bs->currentEnemy /*&& bs->cur_ps.weapon == WP_SABER && bs->frame_Enemy_Len > 300*/))
{
enemy = ScanForEnemies(bs);
if (enemy != -1)
{
bs->currentEnemy = &g_entities[enemy];
bs->enemySeenTime = level.time + ENEMY_FORGET_MS;
}
}
if (!bs->squadLeader && !bs->isSquadLeader)
{
BotScanForLeader(bs);
}
if (!bs->squadLeader && bs->squadCannotLead < level.time)
{ //if still no leader after scanning, then become a squad leader
bs->isSquadLeader = 1;
}
if (bs->isSquadLeader && bs->squadLeader)
{ //we don't follow anyone if we are a leader
bs->squadLeader = NULL;
}
//ESTABLISH VISIBILITIES AND DISTANCES FOR THE WHOLE FRAME HERE
if (bs->wpCurrent)
{
if (g_RMG.integer)
{ //this is somewhat hacky, but in RMG we don't really care about vertical placement because points are scattered across only the terrain.
vec3_t vecB, vecC;
vecB[0] = bs->origin[0];
vecB[1] = bs->origin[1];
vecB[2] = bs->origin[2];
vecC[0] = bs->wpCurrent->origin[0];
vecC[1] = bs->wpCurrent->origin[1];
vecC[2] = vecB[2];
VectorSubtract(vecC, vecB, a);
}
else
{
VectorSubtract(bs->wpCurrent->origin, bs->origin, a);
}
bs->frame_Waypoint_Len = VectorLength(a);
visResult = WPOrgVisible(&g_entities[bs->client], bs->origin, bs->wpCurrent->origin, bs->client);
if (visResult == 2)
{
bs->frame_Waypoint_Vis = 0;
bs->wpSeenTime = 0;
bs->wpDestination = NULL;
bs->wpDestIgnoreTime = level.time + 5000;
if (bs->wpDirection)
{
bs->wpDirection = 0;
}
else
{
bs->wpDirection = 1;
}
}
else if (visResult)
{
bs->frame_Waypoint_Vis = 1;
}
else
{
bs->frame_Waypoint_Vis = 0;
}
}
if (bs->currentEnemy)
{
if (bs->currentEnemy->client)
{
VectorCopy(bs->currentEnemy->client->ps.origin, eorg);
eorg[2] += bs->currentEnemy->client->ps.viewheight;
}
else
{
VectorCopy(bs->currentEnemy->s.origin, eorg);
}
VectorSubtract(eorg, bs->eye, a);
bs->frame_Enemy_Len = VectorLength(a);
if (OrgVisible(bs->eye, eorg, bs->client))
{
bs->frame_Enemy_Vis = 1;
VectorCopy(eorg, bs->lastEnemySpotted);
VectorCopy(bs->origin, bs->hereWhenSpotted);
bs->lastVisibleEnemyIndex = bs->currentEnemy->s.number;
//VectorCopy(bs->eye, bs->lastEnemySpotted);
bs->hitSpotted = 0;
}
else
{
bs->frame_Enemy_Vis = 0;
}
}
else
{
bs->lastVisibleEnemyIndex = ENTITYNUM_NONE;
}
//END
if (bs->frame_Enemy_Vis)
{
bs->enemySeenTime = level.time + ENEMY_FORGET_MS;
}
if (bs->wpCurrent)
{
int wpTouchDist = BOT_WPTOUCH_DISTANCE;
WPConstantRoutine(bs);
if (!bs->wpCurrent)
{ //WPConstantRoutine has the ability to nullify the waypoint if it fails certain checks, so..
return;
}
if (bs->wpCurrent->flags & WPFLAG_WAITFORFUNC)
{
if (!CheckForFunc(bs->wpCurrent->origin, -1))
{
bs->beStill = level.time + 500; //no func brush under.. wait
}
}
if (bs->wpCurrent->flags & WPFLAG_NOMOVEFUNC)
{
if (CheckForFunc(bs->wpCurrent->origin, -1))
{
bs->beStill = level.time + 500; //func brush under.. wait
}
}
if (bs->frame_Waypoint_Vis || (bs->wpCurrent->flags & WPFLAG_NOVIS))
{
if (g_RMG.integer)
{
bs->wpSeenTime = level.time + 5000; //if we lose sight of the point, we have 1.5 seconds to regain it before we drop it
}
else
{
bs->wpSeenTime = level.time + 1500; //if we lose sight of the point, we have 1.5 seconds to regain it before we drop it
}
}
VectorCopy(bs->wpCurrent->origin, bs->goalPosition);
if (bs->wpDirection)
{
goalWPIndex = bs->wpCurrent->index-1;
}
else
{
goalWPIndex = bs->wpCurrent->index+1;
}
if (bs->wpCamping)
{
VectorSubtract(bs->wpCampingTo->origin, bs->origin, a);
vectoangles(a, ang);
VectorCopy(ang, bs->goalAngles);
VectorSubtract(bs->origin, bs->wpCamping->origin, a);
if (VectorLength(a) < 64)
{
VectorCopy(bs->wpCamping->origin, bs->goalPosition);
bs->beStill = level.time + 1000;
if (!bs->campStanding)
{
bs->duckTime = level.time + 1000;
}
}
}
else if (gWPArray[goalWPIndex] && gWPArray[goalWPIndex]->inuse &&
!(gLevelFlags & LEVELFLAG_NOPOINTPREDICTION))
{
VectorSubtract(gWPArray[goalWPIndex]->origin, bs->origin, a);
vectoangles(a, ang);
VectorCopy(ang, bs->goalAngles);
}
else
{
VectorSubtract(bs->wpCurrent->origin, bs->origin, a);
vectoangles(a, ang);
VectorCopy(ang, bs->goalAngles);
}
if (bs->destinationGrabTime < level.time /*&& (!bs->wpDestination || (bs->currentEnemy && bs->frame_Enemy_Vis))*/)
{
GetIdealDestination(bs);
}
if (bs->wpCurrent && bs->wpDestination)
{
if (TotalTrailDistance(bs->wpCurrent->index, bs->wpDestination->index, bs) == -1)
{
bs->wpDestination = NULL;
bs->destinationGrabTime = level.time + 10000;
}
}
if (g_RMG.integer)
{
if (bs->frame_Waypoint_Vis)
{
if (bs->wpCurrent && !bs->wpCurrent->flags)
{
wpTouchDist *= 3;
}
}
}
if (bs->frame_Waypoint_Len < wpTouchDist || (g_RMG.integer && bs->frame_Waypoint_Len < wpTouchDist*2))
{
WPTouchRoutine(bs);
if (!bs->wpDirection)
{
desiredIndex = bs->wpCurrent->index+1;
}
else
{
desiredIndex = bs->wpCurrent->index-1;
}
if (gWPArray[desiredIndex] &&
gWPArray[desiredIndex]->inuse &&
desiredIndex < gWPNum &&
desiredIndex >= 0 &&
PassWayCheck(bs, desiredIndex))
{
bs->wpCurrent = gWPArray[desiredIndex];
}
else
{
if (bs->wpDestination)
{
bs->wpDestination = NULL;
bs->destinationGrabTime = level.time + 10000;
}
if (bs->wpDirection)
{
bs->wpDirection = 0;
}
else
{
bs->wpDirection = 1;
}
}
}
}
else //We can't find a waypoint, going to need a fallback routine.
{
/*if (g_gametype.integer == GT_DUEL)*/
{ //helps them get out of messy situations
/*if ((level.time - bs->forceJumpChargeTime) > 3500)
{
bs->forceJumpChargeTime = level.time + 2000;
trap_EA_MoveForward(bs->client);
}
*/
bs->jumpTime = level.time + 1500;
bs->jumpHoldTime = level.time + 1500;
bs->jDelay = 0;
}
doingFallback = BotFallbackNavigation(bs);
}
if (g_RMG.integer)
{ //for RMG if the bot sticks around an area too long, jump around randomly some to spread to a new area (horrible hacky method)
vec3_t vSubDif;
VectorSubtract(bs->origin, bs->lastSignificantAreaChange, vSubDif);
if (VectorLength(vSubDif) > 1500)
{
VectorCopy(bs->origin, bs->lastSignificantAreaChange);
bs->lastSignificantChangeTime = level.time + 20000;
}
if (bs->lastSignificantChangeTime < level.time)
{
bs->iHaveNoIdeaWhereIAmGoing = level.time + 17000;
}
}
if (bs->iHaveNoIdeaWhereIAmGoing > level.time && !bs->currentEnemy)
{
VectorCopy(preFrameGAngles, bs->goalAngles);
bs->wpCurrent = NULL;
bs->wpSwitchTime = level.time + 150;
doingFallback = BotFallbackNavigation(bs);
bs->jumpTime = level.time + 150;
bs->jumpHoldTime = level.time + 150;
bs->jDelay = 0;
bs->lastSignificantChangeTime = level.time + 25000;
}
if (bs->wpCurrent && g_RMG.integer)
{
qboolean doJ = qfalse;
if (bs->wpCurrent->origin[2]-192 > bs->origin[2])
{
doJ = qtrue;
}
else if ((bs->wpTravelTime - level.time) < 5000 && bs->wpCurrent->origin[2]-64 > bs->origin[2])
{
doJ = qtrue;
}
else if ((bs->wpTravelTime - level.time) < 7000 && (bs->wpCurrent->flags & WPFLAG_RED_FLAG))
{
if ((level.time - bs->jumpTime) > 200)
{
bs->jumpTime = level.time + 100;
bs->jumpHoldTime = level.time + 100;
bs->jDelay = 0;
}
}
else if ((bs->wpTravelTime - level.time) < 7000 && (bs->wpCurrent->flags & WPFLAG_BLUE_FLAG))
{
if ((level.time - bs->jumpTime) > 200)
{
bs->jumpTime = level.time + 100;
bs->jumpHoldTime = level.time + 100;
bs->jDelay = 0;
}
}
else if (bs->wpCurrent->index > 0)
{
if ((bs->wpTravelTime - level.time) < 7000)
{
if ((gWPArray[bs->wpCurrent->index-1]->flags & WPFLAG_RED_FLAG) ||
(gWPArray[bs->wpCurrent->index-1]->flags & WPFLAG_BLUE_FLAG))
{
if ((level.time - bs->jumpTime) > 200)
{
bs->jumpTime = level.time + 100;
bs->jumpHoldTime = level.time + 100;
bs->jDelay = 0;
}
}
}
}
if (doJ)
{
bs->jumpTime = level.time + 1500;
bs->jumpHoldTime = level.time + 1500;
bs->jDelay = 0;
}
}
if (doingFallback)
{
bs->doingFallback = qtrue;
}
else
{
bs->doingFallback = qfalse;
}
if (bs->timeToReact < level.time && bs->currentEnemy && bs->enemySeenTime > level.time + (ENEMY_FORGET_MS - (ENEMY_FORGET_MS*0.2)))
{
if (bs->frame_Enemy_Vis)
{
cBAI = CombatBotAI(bs, thinktime);
}
else if (bs->cur_ps.weaponstate == WEAPON_CHARGING_ALT)
{ //keep charging in case we see him again before we lose track of him
bs->doAltAttack = 1;
}
else if (bs->cur_ps.weaponstate == WEAPON_CHARGING)
{ //keep charging in case we see him again before we lose track of him
bs->doAttack = 1;
}
if (bs->destinationGrabTime > level.time + 100)
{
bs->destinationGrabTime = level.time + 100; //assures that we will continue staying within a general area of where we want to be in a combat situation
}
if (bs->currentEnemy->client)
{
VectorCopy(bs->currentEnemy->client->ps.origin, headlevel);
headlevel[2] += bs->currentEnemy->client->ps.viewheight;
}
else
{
VectorCopy(bs->currentEnemy->client->ps.origin, headlevel);
}
if (!bs->frame_Enemy_Vis)
{
//if (!bs->hitSpotted && VectorLength(a) > 256)
if (OrgVisible(bs->eye, bs->lastEnemySpotted, -1))
{
VectorCopy(bs->lastEnemySpotted, headlevel);
VectorSubtract(headlevel, bs->eye, a);
vectoangles(a, ang);
VectorCopy(ang, bs->goalAngles);
if (bs->cur_ps.weapon == WP_FLECHETTE &&
bs->cur_ps.weaponstate == WEAPON_READY &&
bs->currentEnemy && bs->currentEnemy->client)
{
mLen = VectorLength(a) > 128;
if (mLen > 128 && mLen < 1024)
{
VectorSubtract(bs->currentEnemy->client->ps.origin, bs->lastEnemySpotted, a);
if (VectorLength(a) < 300)
{
bs->doAltAttack = 1;
}
}
}
}
}
else
{
bLeadAmount = BotWeaponCanLead(bs);
if ((bs->skills.accuracy/bs->settings.skill) <= 8 &&
bLeadAmount)
{
BotAimLeading(bs, headlevel, bLeadAmount);
}
else
{
VectorSubtract(headlevel, bs->eye, a);
vectoangles(a, ang);
VectorCopy(ang, bs->goalAngles);
}
BotAimOffsetGoalAngles(bs);
}
}
if (bs->cur_ps.saberInFlight)
{
bs->saberThrowTime = level.time + Q_irand(4000, 10000);
}
if (bs->currentEnemy)
{
if (BotGetWeaponRange(bs) == BWEAPONRANGE_SABER)
{
int saberRange = SABER_ATTACK_RANGE;
VectorSubtract(bs->currentEnemy->client->ps.origin, bs->eye, a_fo);
vectoangles(a_fo, a_fo);
if (bs->saberPowerTime < level.time)
{ //Don't just use strong attacks constantly, switch around a bit
if (Q_irand(1, 10) <= 5)
{
bs->saberPower = qtrue;
}
else
{
bs->saberPower = qfalse;
}
bs->saberPowerTime = level.time + Q_irand(3000, 15000);
}
if ( g_entities[bs->client].client->ps.fd.saberAnimLevel != SS_STAFF
&& g_entities[bs->client].client->ps.fd.saberAnimLevel != SS_DUAL )
{
if (bs->currentEnemy->health > 75
&& g_entities[bs->client].client->ps.fd.forcePowerLevel[FP_SABER_OFFENSE] > 2)
{
if (g_entities[bs->client].client->ps.fd.saberAnimLevel != SS_STRONG
&& bs->saberPower)
{ //if we are up against someone with a lot of health and we have a strong attack available, then h4q them
Cmd_SaberAttackCycle_f(&g_entities[bs->client]);
}
}
else if (bs->currentEnemy->health > 40
&& g_entities[bs->client].client->ps.fd.forcePowerLevel[FP_SABER_OFFENSE] > 1)
{
if (g_entities[bs->client].client->ps.fd.saberAnimLevel != SS_MEDIUM)
{ //they're down on health a little, use level 2 if we can
Cmd_SaberAttackCycle_f(&g_entities[bs->client]);
}
}
else
{
if (g_entities[bs->client].client->ps.fd.saberAnimLevel != SS_FAST)
{ //they've gone below 40 health, go at them with quick attacks
Cmd_SaberAttackCycle_f(&g_entities[bs->client]);
}
}
}
if (g_gametype.integer == GT_SINGLE_PLAYER)
{
saberRange *= 3;
}
if (bs->frame_Enemy_Len <= saberRange)
{
SaberCombatHandling(bs);
if (bs->frame_Enemy_Len < 80)
{
meleestrafe = 1;
}
}
else if (bs->saberThrowTime < level.time && !bs->cur_ps.saberInFlight &&
(bs->cur_ps.fd.forcePowersKnown & (1 << FP_SABERTHROW)) &&
InFieldOfVision(bs->viewangles, 30, a_fo) &&
bs->frame_Enemy_Len < BOT_SABER_THROW_RANGE &&
bs->cur_ps.fd.saberAnimLevel != SS_STAFF)
{
bs->doAltAttack = 1;
bs->doAttack = 0;
}
else if (bs->cur_ps.saberInFlight && bs->frame_Enemy_Len > 300 && bs->frame_Enemy_Len < BOT_SABER_THROW_RANGE)
{
bs->doAltAttack = 1;
bs->doAttack = 0;
}
}
else if (BotGetWeaponRange(bs) == BWEAPONRANGE_MELEE)
{
if (bs->frame_Enemy_Len <= MELEE_ATTACK_RANGE)
{
MeleeCombatHandling(bs);
meleestrafe = 1;
}
}
}
if (doingFallback && bs->currentEnemy) //just stand and fire if we have no idea where we are
{
VectorCopy(bs->origin, bs->goalPosition);
}
if (bs->forceJumping > level.time)
{
VectorCopy(bs->origin, noz_x);
VectorCopy(bs->goalPosition, noz_y);
noz_x[2] = noz_y[2];
VectorSubtract(noz_x, noz_y, noz_x);
if (VectorLength(noz_x) < 32)
{
fjHalt = 1;
}
}
if (bs->doChat && bs->chatTime > level.time && (!bs->currentEnemy || !bs->frame_Enemy_Vis))
{
return;
}
else if (bs->doChat && bs->currentEnemy && bs->frame_Enemy_Vis)
{
//bs->chatTime = level.time + bs->chatTime_stored;
bs->doChat = 0; //do we want to keep the bot waiting to chat until after the enemy is gone?
bs->chatTeam = 0;
}
else if (bs->doChat && bs->chatTime <= level.time)
{
if (bs->chatTeam)
{
trap_EA_SayTeam(bs->client, bs->currentChat);
bs->chatTeam = 0;
}
else
{
trap_EA_Say(bs->client, bs->currentChat);
}
if (bs->doChat == 2)
{
BotReplyGreetings(bs);
}
bs->doChat = 0;
}
CTFFlagMovement(bs);
if (/*bs->wpDestination &&*/ bs->shootGoal &&
/*bs->wpDestination->associated_entity == bs->shootGoal->s.number &&*/
bs->shootGoal->health > 0 && bs->shootGoal->takedamage)
{
dif[0] = (bs->shootGoal->r.absmax[0]+bs->shootGoal->r.absmin[0])/2;
dif[1] = (bs->shootGoal->r.absmax[1]+bs->shootGoal->r.absmin[1])/2;
dif[2] = (bs->shootGoal->r.absmax[2]+bs->shootGoal->r.absmin[2])/2;
if (!bs->currentEnemy || bs->frame_Enemy_Len > 256)
{ //if someone is close then don't stop shooting them for this
VectorSubtract(dif, bs->eye, a);
vectoangles(a, a);
VectorCopy(a, bs->goalAngles);
if (InFieldOfVision(bs->viewangles, 30, a) &&
EntityVisibleBox(bs->origin, NULL, NULL, dif, bs->client, bs->shootGoal->s.number))
{
bs->doAttack = 1;
}
}
}
if (bs->cur_ps.hasDetPackPlanted)
{ //check if our enemy gets near it and detonate if he does
BotCheckDetPacks(bs);
}
else if (bs->currentEnemy && bs->lastVisibleEnemyIndex == bs->currentEnemy->s.number && !bs->frame_Enemy_Vis && bs->plantTime < level.time &&
!bs->doAttack && !bs->doAltAttack)
{
VectorSubtract(bs->origin, bs->hereWhenSpotted, a);
if (bs->plantDecided > level.time || (bs->frame_Enemy_Len < BOT_PLANT_DISTANCE*2 && VectorLength(a) < BOT_PLANT_DISTANCE))
{
mineSelect = BotSelectChoiceWeapon(bs, WP_TRIP_MINE, 0);
detSelect = BotSelectChoiceWeapon(bs, WP_DET_PACK, 0);
if (bs->cur_ps.hasDetPackPlanted)
{
detSelect = 0;
}
if (bs->plantDecided > level.time && bs->forceWeaponSelect &&
bs->cur_ps.weapon == bs->forceWeaponSelect)
{
bs->doAttack = 1;
bs->plantDecided = 0;
bs->plantTime = level.time + BOT_PLANT_INTERVAL;
bs->plantContinue = level.time + 500;
bs->beStill = level.time + 500;
}
else if (mineSelect || detSelect)
{
if (BotSurfaceNear(bs))
{
if (!mineSelect)
{ //if no mines use detpacks, otherwise use mines
mineSelect = WP_DET_PACK;
}
else
{
mineSelect = WP_TRIP_MINE;
}
detSelect = BotSelectChoiceWeapon(bs, mineSelect, 1);
if (detSelect && detSelect != 2)
{ //We have it and it is now our weapon
bs->plantDecided = level.time + 1000;
bs->forceWeaponSelect = mineSelect;
return;
}
else if (detSelect == 2)
{
bs->forceWeaponSelect = mineSelect;
return;
}
}
}
}
}
else if (bs->plantContinue < level.time)
{
bs->forceWeaponSelect = 0;
}
if (g_gametype.integer == GT_JEDIMASTER && !bs->cur_ps.isJediMaster && bs->jmState == -1 && gJMSaberEnt && gJMSaberEnt->inuse)
{
vec3_t saberLen;
float fSaberLen = 0;
VectorSubtract(bs->origin, gJMSaberEnt->r.currentOrigin, saberLen);
fSaberLen = VectorLength(saberLen);
if (fSaberLen < 256)
{
if (OrgVisible(bs->origin, gJMSaberEnt->r.currentOrigin, bs->client))
{
VectorCopy(gJMSaberEnt->r.currentOrigin, bs->goalPosition);
}
}
}
if (bs->beStill < level.time && !WaitingForNow(bs, bs->goalPosition) && !fjHalt)
{
VectorSubtract(bs->goalPosition, bs->origin, bs->goalMovedir);
VectorNormalize(bs->goalMovedir);
if (bs->jumpTime > level.time && bs->jDelay < level.time &&
level.clients[bs->client].pers.cmd.upmove > 0)
{
// trap_EA_Move(bs->client, bs->origin, 5000);
bs->beStill = level.time + 200;
}
else
{
trap_EA_Move(bs->client, bs->goalMovedir, 5000);
}
if (meleestrafe)
{
StrafeTracing(bs);
}
if (bs->meleeStrafeDir && meleestrafe && bs->meleeStrafeDisable < level.time)
{
trap_EA_MoveRight(bs->client);
}
else if (meleestrafe && bs->meleeStrafeDisable < level.time)
{
trap_EA_MoveLeft(bs->client);
}
if (BotTrace_Jump(bs, bs->goalPosition))
{
bs->jumpTime = level.time + 100;
}
else if (BotTrace_Duck(bs, bs->goalPosition))
{
bs->duckTime = level.time + 100;
}
#ifdef BOT_STRAFE_AVOIDANCE
else
{
int strafeAround = BotTrace_Strafe(bs, bs->goalPosition);
if (strafeAround == STRAFEAROUND_RIGHT)
{
trap_EA_MoveRight(bs->client);
}
else if (strafeAround == STRAFEAROUND_LEFT)
{
trap_EA_MoveLeft(bs->client);
}
}
#endif
}
#ifndef FORCEJUMP_INSTANTMETHOD
if (bs->forceJumpChargeTime > level.time)
{
bs->jumpTime = 0;
}
#endif
if (bs->jumpPrep > level.time)
{
bs->forceJumpChargeTime = 0;
}
if (bs->forceJumpChargeTime > level.time)
{
bs->jumpHoldTime = ((bs->forceJumpChargeTime - level.time)/2) + level.time;
bs->forceJumpChargeTime = 0;
}
if (bs->jumpHoldTime > level.time)
{
bs->jumpTime = bs->jumpHoldTime;
}
if (bs->jumpTime > level.time && bs->jDelay < level.time)
{
if (bs->jumpHoldTime > level.time)
{
trap_EA_Jump(bs->client);
if (bs->wpCurrent)
{
if ((bs->wpCurrent->origin[2] - bs->origin[2]) < 64)
{
trap_EA_MoveForward(bs->client);
}
}
else
{
trap_EA_MoveForward(bs->client);
}
if (g_entities[bs->client].client->ps.groundEntityNum == ENTITYNUM_NONE)
{
g_entities[bs->client].client->ps.pm_flags |= PMF_JUMP_HELD;
}
}
else if (!(bs->cur_ps.pm_flags & PMF_JUMP_HELD))
{
trap_EA_Jump(bs->client);
}
}
if (bs->duckTime > level.time)
{
trap_EA_Crouch(bs->client);
}
if ( bs->dangerousObject && bs->dangerousObject->inuse && bs->dangerousObject->health > 0 &&
bs->dangerousObject->takedamage && (!bs->frame_Enemy_Vis || !bs->currentEnemy) &&
(BotGetWeaponRange(bs) == BWEAPONRANGE_MID || BotGetWeaponRange(bs) == BWEAPONRANGE_LONG) &&
bs->cur_ps.weapon != WP_DET_PACK && bs->cur_ps.weapon != WP_TRIP_MINE &&
!bs->shootGoal )
{
float danLen;
VectorSubtract(bs->dangerousObject->r.currentOrigin, bs->eye, a);
danLen = VectorLength(a);
if (danLen > 256)
{
vectoangles(a, a);
VectorCopy(a, bs->goalAngles);
if (Q_irand(1, 10) < 5)
{
bs->goalAngles[YAW] += Q_irand(0, 3);
bs->goalAngles[PITCH] += Q_irand(0, 3);
}
else
{
bs->goalAngles[YAW] -= Q_irand(0, 3);
bs->goalAngles[PITCH] -= Q_irand(0, 3);
}
if (InFieldOfVision(bs->viewangles, 30, a) &&
EntityVisibleBox(bs->origin, NULL, NULL, bs->dangerousObject->r.currentOrigin, bs->client, bs->dangerousObject->s.number))
{
bs->doAttack = 1;
}
}
}
if (PrimFiring(bs) ||
AltFiring(bs))
{
friendInLOF = CheckForFriendInLOF(bs);
if (friendInLOF)
{
if (PrimFiring(bs))
{
KeepPrimFromFiring(bs);
}
if (AltFiring(bs))
{
KeepAltFromFiring(bs);
}
if (useTheForce && forceHostile)
{
useTheForce = 0;
}
if (!useTheForce && friendInLOF->client)
{ //we have a friend here and are not currently using force powers, see if we can help them out
if (friendInLOF->health <= 50 && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_TEAM_HEAL]][FP_TEAM_HEAL])
{
level.clients[bs->client].ps.fd.forcePowerSelected = FP_TEAM_HEAL;
useTheForce = 1;
forceHostile = 0;
}
else if (friendInLOF->client->ps.fd.forcePower <= 50 && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_TEAM_FORCE]][FP_TEAM_FORCE])
{
level.clients[bs->client].ps.fd.forcePowerSelected = FP_TEAM_FORCE;
useTheForce = 1;
forceHostile = 0;
}
}
}
}
else if (g_gametype.integer >= GT_TEAM)
{ //still check for anyone to help..
friendInLOF = CheckForFriendInLOF(bs);
if (!useTheForce && friendInLOF)
{
if (friendInLOF->health <= 50 && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_TEAM_HEAL]][FP_TEAM_HEAL])
{
level.clients[bs->client].ps.fd.forcePowerSelected = FP_TEAM_HEAL;
useTheForce = 1;
forceHostile = 0;
}
else if (friendInLOF->client->ps.fd.forcePower <= 50 && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_TEAM_FORCE]][FP_TEAM_FORCE])
{
level.clients[bs->client].ps.fd.forcePowerSelected = FP_TEAM_FORCE;
useTheForce = 1;
forceHostile = 0;
}
}
}
if (bs->doAttack && bs->cur_ps.weapon == WP_DET_PACK &&
bs->cur_ps.hasDetPackPlanted)
{ //maybe a bit hackish, but bots only want to plant one of these at any given time to avoid complications
bs->doAttack = 0;
}
if (bs->doAttack && bs->cur_ps.weapon == WP_SABER &&
bs->saberDefending && bs->currentEnemy && bs->currentEnemy->client &&
BotWeaponBlockable(bs->currentEnemy->client->ps.weapon) )
{
bs->doAttack = 0;
}
if (bs->cur_ps.saberLockTime > level.time)
{
if (rand()%10 < 5)
{
bs->doAttack = 1;
}
else
{
bs->doAttack = 0;
}
}
if (bs->botChallengingTime > level.time)
{
bs->doAttack = 0;
bs->doAltAttack = 0;
}
if (bs->cur_ps.weapon == WP_SABER &&
bs->cur_ps.saberInFlight &&
!bs->cur_ps.saberEntityNum)
{ //saber knocked away, keep trying to get it back
bs->doAttack = 1;
bs->doAltAttack = 0;
}
if (bs->doAttack)
{
trap_EA_Attack(bs->client);
}
else if (bs->doAltAttack)
{
trap_EA_Alt_Attack(bs->client);
}
if (useTheForce && forceHostile && bs->botChallengingTime > level.time)
{
useTheForce = qfalse;
}
if (useTheForce)
{
#ifndef FORCEJUMP_INSTANTMETHOD
if (bs->forceJumpChargeTime > level.time)
{
level.clients[bs->client].ps.fd.forcePowerSelected = FP_LEVITATION;
trap_EA_ForcePower(bs->client);
}
else
{
#endif
if (bot_forcepowers.integer && !g_forcePowerDisable.integer)
{
trap_EA_ForcePower(bs->client);
}
#ifndef FORCEJUMP_INSTANTMETHOD
}
#endif
}
MoveTowardIdealAngles(bs);
}
int gUpdateVars = 0;
/*
==================
BotAIStartFrame
==================
*/
int BotAIStartFrame(int time) {
int i;
int elapsed_time, thinktime;
static int local_time;
static int botlib_residual;
static int lastbotthink_time;
if (gUpdateVars < level.time)
{
trap_Cvar_Update(&bot_pvstype);
trap_Cvar_Update(&bot_camp);
trap_Cvar_Update(&bot_attachments);
trap_Cvar_Update(&bot_forgimmick);
trap_Cvar_Update(&bot_honorableduelacceptance);
#ifndef FINAL_BUILD
trap_Cvar_Update(&bot_getinthecarrr);
#endif
gUpdateVars = level.time + 1000;
}
G_CheckBotSpawn();
//rww - addl bot frame functions
if (gBotEdit)
{
trap_Cvar_Update(&bot_wp_info);
BotWaypointRender();
}
UpdateEventTracker();
//end rww
//cap the bot think time
//if the bot think time changed we should reschedule the bots
if (BOT_THINK_TIME != lastbotthink_time) {
lastbotthink_time = BOT_THINK_TIME;
BotScheduleBotThink();
}
elapsed_time = time - local_time;
local_time = time;
if (elapsed_time > BOT_THINK_TIME) thinktime = elapsed_time;
else thinktime = BOT_THINK_TIME;
// execute scheduled bot AI
for( i = 0; i < MAX_CLIENTS; i++ ) {
if( !botstates[i] || !botstates[i]->inuse ) {
continue;
}
//
botstates[i]->botthink_residual += elapsed_time;
//
if ( botstates[i]->botthink_residual >= thinktime ) {
botstates[i]->botthink_residual -= thinktime;
if (g_entities[i].client->pers.connected == CON_CONNECTED) {
BotAI(i, (float) thinktime / 1000);
}
}
}
// execute bot user commands every frame
for( i = 0; i < MAX_CLIENTS; i++ ) {
if( !botstates[i] || !botstates[i]->inuse ) {
continue;
}
if( g_entities[i].client->pers.connected != CON_CONNECTED ) {
continue;
}
BotUpdateInput(botstates[i], time, elapsed_time);
trap_BotUserCommand(botstates[i]->client, &botstates[i]->lastucmd);
}
return qtrue;
}
/*
==============
BotAISetup
==============
*/
int BotAISetup( int restart ) {
//rww - new bot cvars..
trap_Cvar_Register(&bot_forcepowers, "bot_forcepowers", "1", CVAR_CHEAT);
trap_Cvar_Register(&bot_forgimmick, "bot_forgimmick", "0", CVAR_CHEAT);
trap_Cvar_Register(&bot_honorableduelacceptance, "bot_honorableduelacceptance", "0", CVAR_CHEAT);
trap_Cvar_Register(&bot_pvstype, "bot_pvstype", "1", CVAR_CHEAT);
#ifndef FINAL_BUILD
trap_Cvar_Register(&bot_getinthecarrr, "bot_getinthecarrr", "0", 0);
#endif
#ifdef _DEBUG
trap_Cvar_Register(&bot_nogoals, "bot_nogoals", "0", CVAR_CHEAT);
trap_Cvar_Register(&bot_debugmessages, "bot_debugmessages", "0", CVAR_CHEAT);
#endif
trap_Cvar_Register(&bot_attachments, "bot_attachments", "1", 0);
trap_Cvar_Register(&bot_camp, "bot_camp", "1", 0);
trap_Cvar_Register(&bot_wp_info, "bot_wp_info", "1", 0);
trap_Cvar_Register(&bot_wp_edit, "bot_wp_edit", "0", CVAR_CHEAT);
trap_Cvar_Register(&bot_wp_clearweight, "bot_wp_clearweight", "1", 0);
trap_Cvar_Register(&bot_wp_distconnect, "bot_wp_distconnect", "1", 0);
trap_Cvar_Register(&bot_wp_visconnect, "bot_wp_visconnect", "1", 0);
trap_Cvar_Update(&bot_forcepowers);
//end rww
//if the game is restarted for a tournament
if (restart) {
return qtrue;
}
//initialize the bot states
memset( botstates, 0, sizeof(botstates) );
if (!trap_BotLibSetup())
{
return qfalse; //wts?!
}
return qtrue;
}
/*
==============
BotAIShutdown
==============
*/
int BotAIShutdown( int restart ) {
int i;
//if the game is restarted for a tournament
if ( restart ) {
//shutdown all the bots in the botlib
for (i = 0; i < MAX_CLIENTS; i++) {
if (botstates[i] && botstates[i]->inuse) {
BotAIShutdownClient(botstates[i]->client, restart);
}
}
//don't shutdown the bot library
}
else {
trap_BotLibShutdown();
}
return qtrue;
}