mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-29 07:02:29 +00:00
417 lines
8 KiB
R
417 lines
8 KiB
R
/***********************************************
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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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#include "Array.h"
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#include "List.h"
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Array waypoint_array;
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@static entity waypoint_thinker;
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@static List waypoint_queue;
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@static void () waypoint_init =
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{
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waypoint_array = [[Array alloc] init];
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if (!waypoint_queue)
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waypoint_queue = [[List alloc] init];
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if (!waypoint_thinker) {
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waypoint_thinker = spawn ();
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waypoint_thinker.classname = "waypoint_thinker";
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}
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};
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@implementation Waypoint
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-(id)init
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{
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if (!waypoint_array)
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waypoint_init ();
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return [super init];
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}
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-(id)initAt:(vector)org
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{
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[self init];
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[waypoint_array addItem: self];
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origin = org;
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search_time = time;
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items = -1;
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if ([waypoint_array count] == 1) {
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local id obj = [Waypoint class];
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local IMP imp = [obj methodForSelector: @selector (fixWaypoints)];
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waypoint_thinker.think = (void ()) imp;
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waypoint_thinker.nextthink = time;
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}
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return self;
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}
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-(id)initFromEntity:(entity)ent
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{
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[self initAt:ent.origin];
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//FIXME do entity based init
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}
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-(void)setOrigin:(vector)org
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{
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origin = org;
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}
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-(vector)origin
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{
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return origin;
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}
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-(vector)realorigin
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{
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return origin;
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}
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-(integer)isLinkedTo:(Waypoint)way
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{
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local integer i;
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if (way == self || !way || !self)
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return 0;
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for (i = 0; i < 4; i++) {
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if (links[i] == way) {
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if (flags & (AI_TELELINK_1 << i))
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return 2;
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return 1;
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}
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}
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return 0;
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}
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-(integer)linkWay:(Waypoint)way
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{
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local integer i;
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if (self == way || !self || !way)
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return 0;
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else if ([self isLinkedTo:way])
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return 0; // already linked!!!
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for (i = 0; i < 4; i++) {
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if (!links[i]) {
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links[i] = way;
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return 1;
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}
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}
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return 0;
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}
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// Link Ways part 2, used only for teleporters
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-(integer)teleLinkWay:(Waypoint)way
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{
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local integer i;
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if (self == way || !self || !way)
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return 0;
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else if ([self isLinkedTo:way])
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return 0; // already linked!!!
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for (i = 0; i < 4; i++) {
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if (!links[i]) {
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links[i] = way;
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flags |= AI_TELELINK_1 << i;
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return 1;
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}
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}
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return 0;
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}
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-(void)unlinkWay:(Waypoint)way
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{
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local integer i;
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if (self == way || !self || !way)
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return;
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else if (![self isLinkedTo:way])
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return;
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for (i = 0; i < 4; i++) {
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if (links[i] == way) {
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flags &= ~(AI_TELELINK_1 << i);
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links[i] = NIL;
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}
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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)clearAll
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{
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if (waypoint_array)
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[waypoint_array dealloc];
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waypoint_init ();
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}
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+(Waypoint)waypointForNum:(integer)num
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{
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if (!num)
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return NIL;
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return [waypoint_array getItemAt:num - 1];
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}
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-(void)fix
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{
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local integer i, tmp;
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for (i = 0; i < 4; i++) {
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tmp = (integer)links[i];
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links[i] = [Waypoint waypointForNum:tmp];
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}
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}
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+(void) fixWaypoints
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{
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[waypoint_array makeObjectsPerformSelector:@selector(fix)];
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}
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+(Waypoint)find:(vector)org radius:(float)rad
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{
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local vector dif;
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local float dist;
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local integer i, count;
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local Waypoint way = NIL, w;
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rad = rad * rad; // radius squared
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count = [waypoint_array count];
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for (i = 0; i < count; i++) {
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w = [waypoint_array getItemAt:i];
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dif = w.origin - org;
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dist = dif * dif; // dist squared, really
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if (dist < rad) {
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w.chain = way;
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way = w;
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}
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}
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return way;
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}
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/*
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Route & path table management
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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*/
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-(void)clearRoute
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{
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busy = FALSE;
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enemy = NIL;
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items = -1; // not in table
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}
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+(void)clearRouteTable
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{
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// cleans up route table
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[waypoint_array makeObjectsPerformSelector:@selector (clearRoute)];
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}
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-(void)clearRouteForBot:(Bot)bot
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{
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local integer flag;
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flag = bot.b_clientflag;
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b_sound &= ~flag;
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}
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+(void)clearMyRoute:(Bot) bot
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{
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[waypoint_array makeObjectsPerformSelector:@selector (clearRouteForBot)
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withObject:bot];
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}
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/*
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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WaypointThink
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Calculates the routes. We use thinks to avoid
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tripping the runaway loop counter
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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*/
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-(void)followLink:(Waypoint)e2 :(integer)bBit
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{
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local float dist;
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if (flags & bBit)
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dist = items;
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else
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dist = vlen(origin - e2.origin) + items;
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// check if this is an RJ link
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if (e2.flags & AI_SUPER_JUMP) {
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if (![route_table canRJ])
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return;
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}
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if (e2.flags & AI_DIFFICULT)
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dist = dist + 1000;
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dist = dist + random() * 100; // add a little chaos
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if ((dist < e2.items) || (e2.items == -1)) {
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if (!e2.busy)
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busy_waypoints = busy_waypoints + 1;
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e2.busy = TRUE;
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e2.items = dist;
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e2.enemy = self;
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[e2 queueForThink];
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}
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}
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-(void)waypointThink
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{
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local integer i;
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if (items == -1)
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return;
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// can you say ugly?
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if (flags & AI_TRACE_TEST) {
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for (i = 0; i < 4; i++) {
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if (links[i]) {
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traceline (origin, links[i].origin, TRUE, /*self*/NIL);
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if (trace_fraction == 1)
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[self followLink:links[i] :AI_TELELINK_1 << i];
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}
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}
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} else {
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for (i = 0; i < 4; i++) {
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if (links[i]) {
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[self followLink:links[i] :AI_TELELINK_1 << i];
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}
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}
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}
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busy_waypoints--;
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busy = FALSE;
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if (busy_waypoints <= 0) {
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if (direct_route) {
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[route_table getPath:route_table.targets[0] :FALSE];
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direct_route = FALSE;
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}
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}
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if ((waypoint_thinker.@this = [waypoint_queue removeItemAtHead])) {
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local id obj = waypoint_thinker.@this;
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local IMP imp = [obj methodForSelector: @selector (waypointThink)];
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waypoint_thinker.think = (void ()) imp;
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waypoint_thinker.nextthink = time;
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}
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}
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-(id)queueForThink
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{
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if (waypoint_thinker.@this) {
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[waypoint_queue addItemAtTail: self];
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} else {
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local IMP imp = [self methodForSelector: @selector (waypointThink)];
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waypoint_thinker.think = (void ()) imp;
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waypoint_thinker.nextthink = time;
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waypoint_thinker.@this = self;
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}
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return self;
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}
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-(integer)priority:(Bot)bot
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{
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if (flags & AI_SNIPER)
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return 30;
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else if (flags & AI_AMBUSH)
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return 30;
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return 0;
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}
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-(float)searchTime
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{
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return search_time;
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}
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-(void)setSearchTime:(float)st
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{
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search_time = st;
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}
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-(string)classname
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{
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return is_temp ? "temp_waypoint" : "waypoint";
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}
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@end
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/*
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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BSP/QC Waypoint loading
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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*/
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void() waypoint =
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{
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local Waypoint way = [[Waypoint alloc] initFromEntity: @self];
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};
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void(vector org, vector bit1, integer bit4, integer flargs) make_way =
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{
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local Waypoint y = [[Waypoint alloc] initAt:org];
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waypoint_mode = WM_LOADED;
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y.flags = flargs;
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y.links[0] = (Waypoint) (integer) bit1_x;
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y.links[1] = (Waypoint) (integer) bit1_y;
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y.links[2] = (Waypoint) (integer) bit1_z;
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y.links[3] = (Waypoint) (integer) bit4;
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};
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