mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-12 23:44:27 +00:00
029ca87f8c
Now that List is gone, have to use Array.
510 lines
11 KiB
C++
510 lines
11 KiB
C++
/***********************************************
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* *
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* FrikBot Waypoints *
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* "The better than roaming AI" *
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* *
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***********************************************/
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/*
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This program is in the Public Domain. My crack legal
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team would like to add:
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RYAN "FRIKAC" SMITH IS PROVIDING THIS SOFTWARE "AS IS"
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AND MAKES NO WARRANTY, EXPRESS OR IMPLIED, AS TO THE
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ACCURACY, CAPABILITY, EFFICIENCY, MERCHANTABILITY, OR
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FUNCTIONING OF THIS SOFTWARE AND/OR DOCUMENTATION. IN
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NO EVENT WILL RYAN "FRIKAC" SMITH BE LIABLE FOR ANY
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GENERAL, CONSEQUENTIAL, INDIRECT, INCIDENTAL,
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EXEMPLARY, OR SPECIAL DAMAGES, EVEN IF RYAN "FRIKAC"
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SMITH HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
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DAMAGES, IRRESPECTIVE OF THE CAUSE OF SUCH DAMAGES.
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You accept this software on the condition that you
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indemnify and hold harmless Ryan "FrikaC" Smith from
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any and all liability or damages to third parties,
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including attorney fees, court costs, and other
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related costs and expenses, arising out of your use
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of this software irrespective of the cause of said
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liability.
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The export from the United States or the subsequent
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reexport of this software is subject to compliance
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with United States export control and munitions
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control restrictions. You agree that in the event you
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seek to export this software, you assume full
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responsibility for obtaining all necessary export
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licenses and approvals and for assuring compliance
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with applicable reexport restrictions.
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Any reproduction of this software must contain
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this notice in its entirety.
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*/
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#include <Array.h>
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#include "libfrikbot.h"
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#include "editor.h"
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int bot_way_linker;
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@implementation Bot (Way)
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-(void)deleteWaypoint:(Waypoint *)what
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{
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if (current_way == what)
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current_way = nil;
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[waypoint_array removeObject:what];
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[what release];
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}
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/*
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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FindRoute & FindThing used by the pathing code
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in bot_ai.qc
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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*/
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-(entity)findThing:(string)s
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{
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local entity t;
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local float tdst, dst;
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local entity best;
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dst = 100000;
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best = nil;
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t = find (nil, classname, s);
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while (t != nil) {
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tdst = vlen(((t.absmin + t.absmax) * 0.5) - ent.origin);
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if (tdst < dst) {
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dst = tdst;
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best = t;
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}
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t = find(t, classname, s);
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}
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return best;
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}
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/*
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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FindRoute, this is a key function in the
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pathing. The name is a bit misleading, this
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code finds the closest waypoint that is part
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of a route calculated by the beginRoute and
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end_route routines This is a definite path to
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an object.
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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*/
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-(Waypoint *)findRoute:(Waypoint *)lastone
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{
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// kinda like FindWaypoint, only of this bots route though
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local Waypoint *t, *best;
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local float dst, tdst;
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local int flag;
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local int count, i;
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flag = b_clientflag;
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dst = 100000;
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best = nil;
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count = [waypoint_array count];
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for (i = 0; i < count; i++) {
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t = [waypoint_array objectAtIndex:i];
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tdst = vlen(t.origin - ent.origin);
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if ((tdst < dst) && (t.bot_bits & flag)) {
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if ((lastone == nil) || ([lastone isLinkedTo:t])) {
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dst = tdst;
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best = t;
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}
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}
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}
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return best;
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}
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/*
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Mark_path
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After the route has been found, mark it with
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bitflags so the table can be used for a
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different bot.
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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*/
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-(void)markPath:(Target *)this
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{
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local Waypoint *t;
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local int flag;
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[Waypoint clearMyRoute:self];
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t = [this findWaypoint:this.current_way];
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// FIXME
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// ugh, better way to find players please!!!
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if ([this classname] != "player")
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this.current_way = t;
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if (t.enemy == nil) {
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[self lost:this :FALSE];
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if (waypoint_mode == WM_DYNAMIC)
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route_failed = TRUE;
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return;
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}
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flag = b_clientflag;
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while(t) {
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if (t.bot_bits & flag)
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return;
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if (t == last_way)
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return;
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t.bot_bits |= flag;
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t = t.enemy;
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}
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}
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/*
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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beginRoute and getPath
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PLEASE NOTE: getPath replaces the old
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calls to beginRoute.
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Routing isn't done all at once now, but in two
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stages, the bot will calc a route *THEN*
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choose a target, *THEN* mark a path.
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Boy it's confusing.
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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*/
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-(int)beginRoute
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{
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if (busy_waypoints > 0)
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return FALSE;
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if (route_table) {
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if (!route_table.ishuman) {
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if (route_table.b_clientno != -1)
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return FALSE;
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}
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}
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route_table = self;
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[Waypoint clearRouteTable];
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last_way = [self findWaypoint:current_way];
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if (last_way != nil) {
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last_way.distance = vlen(last_way.origin - ent.origin);
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[last_way queueForThink];
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last_way.busy = TRUE;
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busy_waypoints = 1;
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return TRUE;
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} else {
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route_table = nil;
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busy_waypoints = 0;
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return FALSE;
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}
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}
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-(void)getPath:(Target *)this :(int)direct
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{
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if (this == nil)
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return;
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if (route_table == self) {
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if (busy_waypoints <= 0) {
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route_table = nil;
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[self markPath:this];
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}
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return;
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}
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if (direct) {
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if([self beginRoute])
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direct_route = TRUE;
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else
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[self lost:this :FALSE];
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return;
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}
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}
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/*
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Temporary Marker code
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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*/
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-(void)spawnTempWaypoint:(vector)org
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{
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local Waypoint *tep;
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if (!temp_way)
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temp_way = tep = [[Waypoint alloc] init];
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else
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tep = temp_way;
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[tep setOrigin:org];
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tep.search_time = 0;
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tep.is_temp = 1;
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[self targetAdd:tep];
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}
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/*
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Dynamic Waypoint spawning and linking. Not
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very good all things considered.
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*/
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-(void)dynamicWaypoint
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{
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local Waypoint *t;
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local float dist, dynlink = 0, dynpoint = 0, editor = 0;
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if (teleport_time > portal_time) {
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if (!(ent.flags & FL_WATERJUMP)) {
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dyn_flags = 2;
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if (!ishuman) {
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[self lost:targets[0] :TRUE];
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ent.enemy = nil;
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}
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}
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portal_time = teleport_time;
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}
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// stacking everything on waypoint_mode might've been good for the editor,
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// but it sucks to beat hell for this code.
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// convert waypoint_mode to something more usable..
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if (waypoint_mode > WM_LOADED) {
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if (ishuman) {
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if (waypoint_mode == WM_EDITOR_DYNLINK)
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dynlink = 1;
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else if (waypoint_mode == WM_EDITOR_DYNAMIC)
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dynlink = dynpoint = 1;
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editor = 1;
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}
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} else if (waypoint_mode == WM_DYNAMIC)
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dynlink = dynpoint = 1;
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// if there's nothing for dynamic to do..
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if (!dynpoint) {
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if (!editor)
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return;
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}
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// for speed sake, I won't have bots dynamic waypoint in coop
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if (!ishuman)
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if (coop)
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return;
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// don't waypoint in single player
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//XXX if (max_clients < 2)
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//XXX return;
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// if you're dead
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else if (ent.health <= 0) {
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if (dynpoint) {
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if (current_way) {
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if (pointcontents(ent.origin) < -4) {
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if (current_way.flags & AI_BLIND)
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current_way.flags |= AI_PRECISION;
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else
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current_way.flags |= AI_BLIND;
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}
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}
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}
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dyn_dest = '0 0 0';
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current_way = nil;
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dyn_flags = 0;
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return;
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}
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// you shouldn't be making waypoints mid air
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if (dynpoint) {
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if (!((ent.flags & FL_ONGROUND) || ent.waterlevel == 3)) {
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if (dyn_flags != 2) {
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dyn_flags = 1;
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}
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return;
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}
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}
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// keep from doing the rest of this every frame
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if (dyn_time > time)
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return;
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dyn_time = time + 0.2;
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// display the links for editor mode
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if (editor) {
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if (current_way) {
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local Waypoint *way = current_way;
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local int i;
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for (i = 0; i < 4; i++) {
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if (way.links[i]) {
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DeveloperLightning (way, way.links[i],
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way.flags & (AI_TELELINK_1 << i));
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}
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}
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}
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if (b_aiflags & AI_HOLD_SELECT)
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return;
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}
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t = [self findWaypoint:current_way];
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if (t) {
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dist = vlen (ent.origin - t.origin);
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if (dist < 192) {
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if (dist < 64) {
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if (t != current_way) {
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if (dynlink) {
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if (!dyn_flags) {
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if ([t canSee:current_way ignoring:ent])
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[t linkWay:current_way];
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}
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if (dyn_flags == 2)
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[current_way teleLinkWay:t];
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else if ([t canSee:current_way ignoring:ent])
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[current_way linkWay:t];
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}
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if (editor) {
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if (current_way)
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[current_way deselect];
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[t select];
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[self.editor refresh];
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}
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}
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current_way = t;
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dyn_flags = 0;
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}
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dyn_dest = ent.origin + ent.view_ofs;
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return;
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}
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}
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if ([self recognizePlat:FALSE]) {
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if (vlen(trace_ent.velocity) > 0) {
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if (dyn_plat)
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return;
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dyn_plat = TRUE;
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if (!dyn_flags)
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dyn_flags = 1;
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//bprint("on a plat!!!!!\n");
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} else
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dyn_plat = FALSE;
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} else
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dyn_plat = FALSE;
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if (dyn_flags == 2)
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dyn_dest = ent.origin + ent.view_ofs;
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else if (dyn_dest == '0 0 0')
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dyn_dest = ent.origin + ent.view_ofs;
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if (!dynpoint)
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return;
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t = [[Waypoint alloc] initAt:dyn_dest];
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if (!dyn_flags) {
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if ([t canSee:current_way ignoring:ent])
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[t linkWay:current_way];
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}
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if (dyn_flags == 2)
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[current_way teleLinkWay: t];
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else if ([t canSee:current_way ignoring:ent])
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[current_way linkWay:t];
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if (editor) {
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setmodel(t.ent, "progs/s_light.spr");
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if (current_way)
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setmodel(current_way.ent, "progs/s_bubble.spr");
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}
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current_way = t;
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dyn_flags = 0;
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dyn_dest = ent.origin + ent.view_ofs;
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if ([self recognizePlat:FALSE]) {
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if (trace_ent.classname == "door")
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t.flags |= AI_DOORFLAG;
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}
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}
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-(int)canSee:(Target *)targ
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{
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local float thruwater = 0, pc1 = 0, pc2 = 0;
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local vector spot1, org;
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org = [targ realorigin];
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spot1 = ent.origin + ent.view_ofs;
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if (targ.ent.solid == SOLID_BSP) {
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traceline (spot1, org, TRUE, ent);
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if (trace_ent == targ.ent)
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return TRUE;
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else if (trace_fraction == 1)
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return TRUE;
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return FALSE;
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} else {
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pc1 = pointcontents (org);
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pc2 = pointcontents (spot1);
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if (targ.ent.classname == "player")
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thruwater = FALSE;
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else if (pc1 == CONTENT_LAVA)
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return FALSE;
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else
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thruwater = TRUE;
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}
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if (pc1 < -1) {
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// targ's origin is in water or other liquid
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if (pc2 != pc1) {
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// look for their head
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traceline (spot1, org + targ.ent.mins, TRUE, ent);
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// cross the water check
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if (trace_inopen)
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if (trace_inwater)
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if (!thruwater)
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return FALSE;
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if (trace_ent == targ.ent)
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return TRUE;
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else if (trace_fraction == 1)
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return TRUE;
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return FALSE;
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}
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} else {
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if (pc2 != pc1) {
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traceline (spot1, org + targ.ent.maxs, TRUE, ent);
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if (trace_inopen)
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if (trace_inwater)
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if (!thruwater)
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return FALSE;
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if (trace_ent == targ.ent)
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return TRUE;
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else if (trace_fraction == 1)
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return TRUE;
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return FALSE;
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}
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}
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traceline (spot1, org, TRUE, ent);
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if (trace_ent == targ.ent)
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return TRUE;
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else if (trace_fraction == 1)
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return TRUE;
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traceline (spot1, org + targ.ent.maxs, TRUE, ent);
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if (trace_ent == targ.ent)
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return TRUE;
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else if (trace_fraction == 1)
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return TRUE;
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traceline (spot1, org + targ.ent.mins, TRUE, ent);
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if (trace_ent == targ.ent)
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return TRUE;
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else if (trace_fraction == 1)
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return TRUE;
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return FALSE;
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}
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@end
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