mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 12:01:26 +00:00
882 lines
18 KiB
C++
882 lines
18 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 "libfrikbot.h"
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// Waypoint Linking code ======================================================
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float (entity e1, entity e2)
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CheckLinked =
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{
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if ((e1 == e2) || (e2 == NIL) || (e1 == NIL))
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return FALSE;
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if (e1.target1 == e2) {
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if (e1.b_aiflags & AI_TELELINK_1)
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return 2;
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else
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return TRUE;
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} else if (e1.target2 == e2) {
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if (e1.b_aiflags & AI_TELELINK_2)
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return 2;
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else
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return TRUE;
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} else if (e1.target3 == e2) {
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if (e1.b_aiflags & AI_TELELINK_3)
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return 2;
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else
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return TRUE;
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} else if (e1.target4 == e2) {
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if (e1.b_aiflags & AI_TELELINK_4)
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return 2;
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else
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return TRUE;
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} else
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return FALSE;
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};
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float (entity e1, entity e2)
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LinkWays =
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{
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if ((e1 == e2) || (e2 == NIL) || (e1 == NIL))
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return FALSE;
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else if (CheckLinked (e1, e2))
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return FALSE; // already linked!!!
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if (e1.target1 == NIL) {
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e1.target1 = e2;
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return TRUE;
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} else if (e1.target2 == NIL) {
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e1.target2 = e2;
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return TRUE;
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} else if (e1.target3 == NIL) {
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e1.target3 = e2;
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return TRUE;
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} else if (e1.target4 == NIL) {
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e1.target4 = e2;
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return TRUE;
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} else return FALSE;
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};
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// Link Ways part 2, used only for teleporters
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float (entity e1, entity e2)
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TeleLinkWays =
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{
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if ((e1 == e2) || (e2 == NIL) || (e1 == NIL))
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return FALSE;
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else if (CheckLinked (e1, e2))
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return FALSE; // already linked!!!
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if (e1.target1 == NIL) {
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e1.target1 = e2;
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e1.b_aiflags |= AI_TELELINK_1;
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return TRUE;
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} else if (e1.target2 == NIL) {
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e1.target2 = e2;
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e1.b_aiflags |= AI_TELELINK_2;
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return TRUE;
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} else if (e1.target3 == NIL) {
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e1.target3 = e2;
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e1.b_aiflags |= AI_TELELINK_3;
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return TRUE;
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} else if (e1.target4 == NIL) {
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e1.target4 = e2;
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e1.b_aiflags |= AI_TELELINK_4;
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return TRUE;
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} else
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return FALSE;
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};
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void (entity e1, entity e2)
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UnlinkWays =
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{
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if ((e1 == e2) || (e2 == NIL) || (e1 == NIL))
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return;
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else if (!CheckLinked(e1, e2))
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return;
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if (e1.target1 == e2) {
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e1.b_aiflags &= ~AI_TELELINK_1;
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e1.target1 = NIL;
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}
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if (e1.target2 == e2) {
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e1.b_aiflags &= ~AI_TELELINK_2;
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e1.target2 = NIL;
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}
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if (e1.target3 == e2) {
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e1.b_aiflags &= ~AI_TELELINK_3;
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e1.target3 = NIL;
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}
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if (e1.target4 == e2) {
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e1.b_aiflags &= ~AI_TELELINK_4;
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e1.target4 = NIL;
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}
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};
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/*
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FindWaypoint
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This is used quite a bit, by many different
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functions big lag causer
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Finds the closest, fisible, waypoint to e
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*/
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entity (entity start)
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FindWayPoint =
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{
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local entity best, t;
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local float dst, tdst;
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local vector org;
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org = realorigin (self);
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t = way_head;
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if (start != NIL) {
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dst = vlen (start.origin - org);
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best = start;
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} else {
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dst = 100000;
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best = NIL;
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}
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while (t) {
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// real players cut through ignore types
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if (dst < 20)
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return best;
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if (!(t.b_aiflags & AI_IGNORE_TYPES) || self.ishuman) {
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tdst = vlen (t.origin - org);
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if (tdst < dst) {
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if (sisible (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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t = t._next;
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}
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return best;
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};
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// Waypoint Spawning Code =====================================================
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entity way_foot; // Ugh. Do I need a foot for this or not?
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entity (vector org)
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make_waypoint =
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{
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local entity point;
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point = spawn ();
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point.classname = "waypoint";
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point.search_time = time; // don't double back for me;
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point.solid = SOLID_TRIGGER;
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point.movetype = MOVETYPE_NONE;
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point.items = -1;
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setorigin (point, org);
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setsize (point, VEC_HULL_MIN, VEC_HULL_MAX);
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waypoints++;
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if (!way_head) {
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way_head = point;
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way_foot = point;
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} else {
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way_foot._next = point;
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point._last = way_foot;
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way_foot = point;
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}
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point.count = waypoints;
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if (waypoint_mode > WM_LOADED) // editor modes
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setmodel (point, "progs/s_bubble.spr");
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return point;
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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 ()
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DynamicWaypoint =
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{
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local entity t;
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local float dist, dynlink = 0, dynpoint = 0, editor = 0;
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if (self.teleport_time > self.portal_time) {
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if (!(self.flags & FL_WATERJUMP)) {
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self.dyn_flags = 2;
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if (!self.ishuman) {
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bot_lost (self.target1, TRUE);
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self.enemy = NIL;
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}
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}
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self.portal_time = self.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 (self.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 (!self.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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if (max_clients < 2)
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return;
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// if you're dead
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else if (self.health <= 0) {
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if (dynpoint) {
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if (self.current_way) {
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if (pointcontents(self.origin) < -4) {
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if (self.current_way.b_aiflags & AI_BLIND)
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self.current_way.b_aiflags |= AI_PRECISION;
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else
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self.current_way.b_aiflags |= AI_BLIND;
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}
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}
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}
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self.dyn_dest = '0 0 0';
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self.current_way = NIL;
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self.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 (!((self.flags & FL_ONGROUND) || self.waterlevel == 3)) {
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if (self.dyn_flags != 2) {
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self.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 (self.dyn_time > time)
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return;
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self.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 (self.current_way) {
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if (self.current_way.target1)
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DeveloperLightning (self.current_way, self.current_way.target1,
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self.current_way.b_aiflags & AI_TELELINK_1);
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if (self.current_way.target2)
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DeveloperLightning (self.current_way, self.current_way.target2,
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self.current_way.b_aiflags & AI_TELELINK_2);
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if (self.current_way.target3)
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DeveloperLightning (self.current_way, self.current_way.target3,
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self.current_way.b_aiflags & AI_TELELINK_3);
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if (self.current_way.target4)
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DeveloperLightning (self.current_way, self.current_way.target4,
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self.current_way.b_aiflags & AI_TELELINK_4);
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}
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if (self.b_aiflags & AI_HOLD_SELECT)
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return;
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}
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t = FindWayPoint (self.current_way);
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if (t) {
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dist = vlen (self.origin - t.origin);
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if (dist < 192) {
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if (dist < 64) {
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if (t != self.current_way) {
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if (dynlink) {
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if (!self.dyn_flags) {
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if (wisible (t, self.current_way))
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LinkWays (t, self.current_way);
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}
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if (self.dyn_flags == 2)
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TeleLinkWays (self.current_way, t);
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else if (wisible (t, self.current_way))
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LinkWays(self.current_way, t);
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}
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if (editor) {
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setmodel(t, "progs/s_light.spr");
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if (self.current_way)
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setmodel(self.current_way, "progs/s_bubble.spr");
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}
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}
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self.current_way = t;
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self.dyn_flags = 0;
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}
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self.dyn_dest = self.origin + self.view_ofs;
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return;
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}
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}
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if (frik_recognize_plat(FALSE)) {
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if (vlen(trace_ent.velocity) > 0) {
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if (self.dyn_plat)
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return;
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self.dyn_plat = TRUE;
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if (!self.dyn_flags)
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self.dyn_flags = 1;
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//bprint("on a plat!!!!!\n");
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} else
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self.dyn_plat = FALSE;
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} else
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self.dyn_plat = FALSE;
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if (self.dyn_flags == 2)
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self.dyn_dest = self.origin + self.view_ofs;
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else if (self.dyn_dest == '0 0 0')
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self.dyn_dest = self.origin + self.view_ofs;
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if (!dynpoint)
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return;
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t = make_waypoint(self.dyn_dest);
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if (!self.dyn_flags) {
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if (wisible(t, self.current_way))
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LinkWays(t, self.current_way);
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}
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if (self.dyn_flags == 2)
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TeleLinkWays(self.current_way, t);
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else if (wisible(t, self.current_way))
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LinkWays(self.current_way, t);
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if (editor) {
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setmodel(t, "progs/s_light.spr");
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if (self.current_way)
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setmodel(self.current_way, "progs/s_bubble.spr");
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}
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self.current_way = t;
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self.dyn_flags = 0;
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self.dyn_dest = self.origin + self.view_ofs;
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if (frik_recognize_plat(FALSE)) {
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if (trace_ent.classname == "door")
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t.b_aiflags = t.b_aiflags | AI_DOORFLAG;
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}
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};
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/*
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Waypoint Loading from file
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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*/
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void() ClearAllWays =
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{
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local entity t, n;
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t = way_head;
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while(t) {
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n = t._next;
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remove(t);
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t = n;
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}
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way_head = NIL;
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way_foot = NIL;
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waypoints = 0;
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};
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entity(float num) WaypointForNum =
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{
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local entity t;
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if (!num)
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return NIL;
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t = way_head;
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while (t) {
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if (t.count == num)
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return t;
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t = t._next;
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}
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return NIL;
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};
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void() FixThisWaypoint =
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{
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self.enemy.target1 = WaypointForNum(self.enemy.b_pants);
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self.enemy.target2 = WaypointForNum((float)self.enemy.b_skill);
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self.enemy.target3 = WaypointForNum(self.enemy.b_shirt);
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self.enemy.target4 = WaypointForNum(self.enemy.b_frags);
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self.enemy = self.enemy._next;
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self.nextthink = time;
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if (self.enemy == NIL) {
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remove(self);
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fixer = NIL;
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}
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};
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void() FixWaypoints =
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{
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if (!fixer)
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fixer = spawn();
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fixer.nextthink = time;
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fixer.think = FixThisWaypoint;
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fixer.enemy = way_head;
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};
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void(entity what) delete_waypoint =
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{
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local entity t;
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if (way_head == what)
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way_head = what._next;
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if (way_foot == what)
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way_foot = what._last;
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if (what._last)
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what._last._next = what._next;
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if (what._next)
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what._next._last = what._last;
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waypoints = 0;
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t = way_head;
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while(t) {
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t.count = waypoints = waypoints + 1;
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if (CheckLinked(t, what))
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UnlinkWays(t, what);
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t = t._next;
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}
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if (self.current_way == what)
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self.current_way = NIL;
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remove(what);
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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(string s) FindThing =
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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) - self.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 begin_route 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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entity(entity lastone) FindRoute =
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{
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// kinda like FindWaypoint, only of this bots route though
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local entity t, best;
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local float dst, tdst, flag;
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flag = ClientBitFlag(self.b_clientno);
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t = way_head;
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dst = 100000;
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best = NIL;
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|
while(t) {
|
|
tdst = vlen(t.origin - self.origin);
|
|
if ((tdst < dst) && (t.b_sound & flag)) {
|
|
if ((lastone == NIL) || (CheckLinked(lastone, t))) {
|
|
dst = tdst;
|
|
best = t;
|
|
}
|
|
}
|
|
t = t._next;
|
|
}
|
|
return best;
|
|
};
|
|
/*
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
Route & path table management
|
|
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
*/
|
|
|
|
void() ClearRouteTable =
|
|
{
|
|
// cleans up route table
|
|
|
|
local entity t;
|
|
t = way_head;
|
|
while (t) {
|
|
t. keys = FALSE;
|
|
t.enemy = NIL;
|
|
t.items = -1; // not in table
|
|
t = t._next;
|
|
}
|
|
};
|
|
|
|
void() ClearMyRoute =
|
|
{
|
|
local float flag;
|
|
local entity t;
|
|
|
|
flag = ClientBitFlag(self.b_clientno);
|
|
|
|
t = way_head;
|
|
while (t) {
|
|
t.b_sound = t.b_sound - (t.b_sound & flag);
|
|
t = t._next;
|
|
}
|
|
};
|
|
|
|
|
|
/*
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
Mark_path
|
|
|
|
After the route has been found, mark it with
|
|
bitflags so the table can be used for a
|
|
different bot.
|
|
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
*/
|
|
|
|
|
|
void(entity this) mark_path =
|
|
{
|
|
local entity t, oself;
|
|
local float flag;
|
|
|
|
ClearMyRoute();
|
|
|
|
oself = self;
|
|
self = this;
|
|
t = FindWayPoint(this.current_way);
|
|
self = oself;
|
|
// FIXME
|
|
// ugh, better way to find players please!!!
|
|
if (this.classname != "player")
|
|
this.current_way = t;
|
|
|
|
if (t.enemy == NIL) {
|
|
bot_lost(this, FALSE);
|
|
if (waypoint_mode == WM_DYNAMIC)
|
|
self.route_failed = TRUE;
|
|
return;
|
|
}
|
|
|
|
flag = ClientBitFlag(self.b_clientno);
|
|
|
|
while(t) {
|
|
if (t.b_sound & flag)
|
|
return;
|
|
if (t == self.last_way)
|
|
return;
|
|
t.b_sound = t.b_sound | flag;
|
|
t = t.enemy;
|
|
}
|
|
};
|
|
|
|
/*
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
WaypointThink
|
|
|
|
Calculates the routes. We use thinks to avoid
|
|
tripping the runaway loop counter
|
|
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
*/
|
|
|
|
void(entity e2, float b_bit) FollowLink =
|
|
{
|
|
local float dist;
|
|
|
|
if (self.b_aiflags & b_bit)
|
|
dist = self.items;
|
|
else
|
|
dist = vlen(self.origin - e2.origin) + self.items;
|
|
|
|
// check if this is an RJ link
|
|
if (e2.b_aiflags & AI_SUPER_JUMP) {
|
|
if (!bot_can_rj(route_table))
|
|
return;
|
|
}
|
|
if (e2.b_aiflags & AI_DIFFICULT)
|
|
dist = dist + 1000;
|
|
|
|
dist = dist + random() * 100; // add a little chaos
|
|
|
|
if ((dist < e2.items) || (e2.items == -1)) {
|
|
if (!e2.keys)
|
|
busy_waypoints = busy_waypoints + 1;
|
|
e2.keys = TRUE;
|
|
e2.items = dist;
|
|
e2.think = WaypointThink;
|
|
e2.nextthink = time;
|
|
e2.enemy = self;
|
|
}
|
|
};
|
|
|
|
void() WaypointThink =
|
|
{
|
|
local entity oself;
|
|
|
|
if (self.items == -1)
|
|
return;
|
|
// can you say ugly?
|
|
if (self.b_aiflags & AI_TRACE_TEST) {
|
|
if (self.target1) {
|
|
traceline(self.origin, self.target1.origin, TRUE, self);
|
|
if (trace_fraction == 1)
|
|
FollowLink(self.target1, AI_TELELINK_1);
|
|
}
|
|
if (self.target2) {
|
|
traceline(self.origin, self.target2.origin, TRUE, self);
|
|
if (trace_fraction == 1)
|
|
FollowLink(self.target2, AI_TELELINK_2);
|
|
}
|
|
if (self.target3) {
|
|
traceline(self.origin, self.target3.origin, TRUE, self);
|
|
if (trace_fraction == 1)
|
|
FollowLink(self.target3, AI_TELELINK_3);
|
|
}
|
|
if (self.target4) {
|
|
traceline(self.origin, self.target4.origin, TRUE, self);
|
|
if (trace_fraction == 1)
|
|
FollowLink(self.target4, AI_TELELINK_4);
|
|
}
|
|
} else {
|
|
if (self.target1)
|
|
FollowLink(self.target1, AI_TELELINK_1);
|
|
if (self.target2)
|
|
FollowLink(self.target2, AI_TELELINK_2);
|
|
if (self.target3)
|
|
FollowLink(self.target3, AI_TELELINK_3);
|
|
if (self.target4)
|
|
FollowLink(self.target4, AI_TELELINK_4);
|
|
}
|
|
|
|
busy_waypoints = busy_waypoints - 1;
|
|
self.keys = FALSE;
|
|
|
|
if (busy_waypoints <= 0) {
|
|
if (direct_route) {
|
|
oself = self;
|
|
self = route_table;
|
|
bot_get_path(self.target1, FALSE);
|
|
self = oself;
|
|
direct_route = FALSE;
|
|
}
|
|
}
|
|
};
|
|
|
|
/*
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
begin_route and bot_get_path
|
|
|
|
PLEASE NOTE: bot_get_path replaces the old
|
|
calls to begin_route.
|
|
|
|
Routing isn't done all at once now, but in two
|
|
stages, the bot will calc a route *THEN*
|
|
choose a target, *THEN* mark a path.
|
|
|
|
Boy it's confusing.
|
|
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
*/
|
|
|
|
float() begin_route =
|
|
{
|
|
if (busy_waypoints > 0)
|
|
return FALSE;
|
|
|
|
if (route_table != NIL) {
|
|
if (!route_table.ishuman) {
|
|
if (route_table.b_clientno != -1)
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
route_table = self;
|
|
ClearRouteTable();
|
|
self.last_way = FindWayPoint(self.current_way);
|
|
|
|
if (self.last_way != NIL) {
|
|
self.last_way.items = vlen(self.last_way.origin - self.origin);
|
|
self.last_way.nextthink = time;
|
|
self.last_way.think = WaypointThink;
|
|
self.last_way.keys = TRUE;
|
|
busy_waypoints = 1;
|
|
return TRUE;
|
|
} else {
|
|
route_table = NIL;
|
|
busy_waypoints = 0;
|
|
return FALSE;
|
|
}
|
|
};
|
|
|
|
void(entity this, float direct) bot_get_path =
|
|
{
|
|
if (this == NIL)
|
|
return;
|
|
|
|
if (route_table == self) {
|
|
if (busy_waypoints <= 0) {
|
|
route_table = NIL;
|
|
mark_path(this);
|
|
}
|
|
return;
|
|
}
|
|
if (direct) {
|
|
if(begin_route())
|
|
direct_route = TRUE;
|
|
else
|
|
bot_lost(this, FALSE);
|
|
return;
|
|
}
|
|
};
|
|
|
|
/*
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
BSP/QC Waypoint loading
|
|
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
*/
|
|
|
|
void() waypoint =
|
|
{
|
|
self.search_time = time;
|
|
self.solid = SOLID_TRIGGER;
|
|
self.movetype = MOVETYPE_NONE;
|
|
setorigin(self, self.origin);
|
|
|
|
setsize(self, VEC_HULL_MIN, VEC_HULL_MAX);
|
|
waypoints = waypoints + 1;
|
|
if (!way_head) {
|
|
way_head = self;
|
|
way_foot = self;
|
|
} else {
|
|
way_foot._next = self;
|
|
self._last = way_foot;
|
|
way_foot = self;
|
|
}
|
|
|
|
self.count = waypoints;
|
|
waypoint_mode = WM_LOADED;
|
|
if (self.count == 1) {
|
|
self.think = FixWaypoints; // wait until all bsp loaded points are spawned
|
|
self.nextthink = time;
|
|
}
|
|
};
|
|
|
|
void(vector org, vector bit1, float bit4, float flargs) make_way =
|
|
{
|
|
local entity y;
|
|
waypoint_mode = WM_LOADED;
|
|
y = make_waypoint(org);
|
|
y.b_aiflags = flargs;
|
|
y.b_pants = bit1_x;
|
|
y.b_skill = (integer)bit1_y;
|
|
y.b_shirt = bit1_z;
|
|
y.b_frags = bit4;
|
|
if (y.count == 1) {
|
|
y.think = FixWaypoints; // wait until all qc loaded points are spawned
|
|
y.nextthink = time;
|
|
}
|
|
};
|
|
|
|
|
|
/*
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
Temporary Marker code
|
|
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
*/
|
|
|
|
void(vector org) SpawnTempWaypoint =
|
|
{
|
|
local entity tep;
|
|
|
|
if (!self.temp_way)
|
|
self.temp_way = tep = spawn();
|
|
else
|
|
tep = self.temp_way;
|
|
|
|
tep.classname = "temp_waypoint";
|
|
tep.search_time = 0;
|
|
tep.solid = SOLID_TRIGGER;
|
|
tep.movetype = MOVETYPE_NOCLIP;
|
|
setorigin(tep, org);
|
|
target_add(tep);
|
|
setsize(tep, VEC_HULL_MIN, VEC_HULL_MAX); // FIXME: convert these to numerical
|
|
};
|