ioq3quest/code/botlib/be_ai_move.c

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2005-08-26 17:39:27 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
/*****************************************************************************
* name: be_ai_move.c
*
* desc: bot movement AI
*
* $Archive: /MissionPack/code/botlib/be_ai_move.c $
*
*****************************************************************************/
#include "../qcommon/q_shared.h"
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#include "l_memory.h"
#include "l_libvar.h"
#include "l_utils.h"
#include "l_script.h"
#include "l_precomp.h"
#include "l_struct.h"
#include "aasfile.h"
#include "botlib.h"
#include "be_aas.h"
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#include "be_aas_funcs.h"
#include "be_interface.h"
#include "be_ea.h"
#include "be_ai_goal.h"
#include "be_ai_move.h"
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//#define DEBUG_AI_MOVE
//#define DEBUG_ELEVATOR
//#define DEBUG_GRAPPLE
//movement state
//NOTE: the moveflags MFL_ONGROUND, MFL_TELEPORTED, MFL_WATERJUMP and
// MFL_GRAPPLEPULL must be set outside the movement code
typedef struct bot_movestate_s
{
//input vars (all set outside the movement code)
vec3_t origin; //origin of the bot
vec3_t velocity; //velocity of the bot
vec3_t viewoffset; //view offset
int entitynum; //entity number of the bot
int client; //client number of the bot
float thinktime; //time the bot thinks
int presencetype; //presencetype of the bot
vec3_t viewangles; //view angles of the bot
//state vars
int areanum; //area the bot is in
int lastareanum; //last area the bot was in
int lastgoalareanum; //last goal area number
int lastreachnum; //last reachability number
vec3_t lastorigin; //origin previous cycle
int reachareanum; //area number of the reachabilty
int moveflags; //movement flags
int jumpreach; //set when jumped
float grapplevisible_time; //last time the grapple was visible
float lastgrappledist; //last distance to the grapple end
float reachability_time; //time to use current reachability
int avoidreach[MAX_AVOIDREACH]; //reachabilities to avoid
float avoidreachtimes[MAX_AVOIDREACH]; //times to avoid the reachabilities
int avoidreachtries[MAX_AVOIDREACH]; //number of tries before avoiding
//
bot_avoidspot_t avoidspots[MAX_AVOIDSPOTS]; //spots to avoid
int numavoidspots;
} bot_movestate_t;
//used to avoid reachability links for some time after being used
#define AVOIDREACH
#define AVOIDREACH_TIME 6 //avoid links for 6 seconds after use
#define AVOIDREACH_TRIES 4
//prediction times
#define PREDICTIONTIME_JUMP 3 //in seconds
#define PREDICTIONTIME_MOVE 2 //in seconds
//weapon indexes for weapon jumping
#define WEAPONINDEX_ROCKET_LAUNCHER 5
#define WEAPONINDEX_BFG 9
#define MODELTYPE_FUNC_PLAT 1
#define MODELTYPE_FUNC_BOB 2
#define MODELTYPE_FUNC_DOOR 3
#define MODELTYPE_FUNC_STATIC 4
libvar_t *sv_maxstep;
libvar_t *sv_maxbarrier;
libvar_t *sv_gravity;
libvar_t *weapindex_rocketlauncher;
libvar_t *weapindex_bfg10k;
libvar_t *weapindex_grapple;
libvar_t *entitytypemissile;
libvar_t *offhandgrapple;
libvar_t *cmd_grappleoff;
libvar_t *cmd_grappleon;
//type of model, func_plat or func_bobbing
int modeltypes[MAX_MODELS];
bot_movestate_t *botmovestates[MAX_CLIENTS+1];
//========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//========================================================================
int BotAllocMoveState(void)
{
int i;
for (i = 1; i <= MAX_CLIENTS; i++)
{
if (!botmovestates[i])
{
botmovestates[i] = GetClearedMemory(sizeof(bot_movestate_t));
return i;
} //end if
} //end for
return 0;
} //end of the function BotAllocMoveState
//========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//========================================================================
void BotFreeMoveState(int handle)
{
if (handle <= 0 || handle > MAX_CLIENTS)
{
botimport.Print(PRT_FATAL, "move state handle %d out of range\n", handle);
return;
} //end if
if (!botmovestates[handle])
{
botimport.Print(PRT_FATAL, "invalid move state %d\n", handle);
return;
} //end if
FreeMemory(botmovestates[handle]);
botmovestates[handle] = NULL;
} //end of the function BotFreeMoveState
//========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//========================================================================
bot_movestate_t *BotMoveStateFromHandle(int handle)
{
if (handle <= 0 || handle > MAX_CLIENTS)
{
botimport.Print(PRT_FATAL, "move state handle %d out of range\n", handle);
return NULL;
} //end if
if (!botmovestates[handle])
{
botimport.Print(PRT_FATAL, "invalid move state %d\n", handle);
return NULL;
} //end if
return botmovestates[handle];
} //end of the function BotMoveStateFromHandle
//========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//========================================================================
void BotInitMoveState(int handle, bot_initmove_t *initmove)
{
bot_movestate_t *ms;
ms = BotMoveStateFromHandle(handle);
if (!ms) return;
VectorCopy(initmove->origin, ms->origin);
VectorCopy(initmove->velocity, ms->velocity);
VectorCopy(initmove->viewoffset, ms->viewoffset);
ms->entitynum = initmove->entitynum;
ms->client = initmove->client;
ms->thinktime = initmove->thinktime;
ms->presencetype = initmove->presencetype;
VectorCopy(initmove->viewangles, ms->viewangles);
//
ms->moveflags &= ~MFL_ONGROUND;
if (initmove->or_moveflags & MFL_ONGROUND) ms->moveflags |= MFL_ONGROUND;
ms->moveflags &= ~MFL_TELEPORTED;
if (initmove->or_moveflags & MFL_TELEPORTED) ms->moveflags |= MFL_TELEPORTED;
ms->moveflags &= ~MFL_WATERJUMP;
if (initmove->or_moveflags & MFL_WATERJUMP) ms->moveflags |= MFL_WATERJUMP;
ms->moveflags &= ~MFL_WALK;
if (initmove->or_moveflags & MFL_WALK) ms->moveflags |= MFL_WALK;
ms->moveflags &= ~MFL_GRAPPLEPULL;
if (initmove->or_moveflags & MFL_GRAPPLEPULL) ms->moveflags |= MFL_GRAPPLEPULL;
} //end of the function BotInitMoveState
//========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//========================================================================
float AngleDiff(float ang1, float ang2)
{
float diff;
diff = ang1 - ang2;
if (ang1 > ang2)
{
if (diff > 180.0) diff -= 360.0;
} //end if
else
{
if (diff < -180.0) diff += 360.0;
} //end else
return diff;
} //end of the function AngleDiff
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotFuzzyPointReachabilityArea(vec3_t origin)
{
int firstareanum, j, x, y, z;
int areas[10], numareas, areanum, bestareanum;
float dist, bestdist;
vec3_t points[10], v, end;
firstareanum = 0;
areanum = AAS_PointAreaNum(origin);
if (areanum)
{
firstareanum = areanum;
if (AAS_AreaReachability(areanum)) return areanum;
} //end if
VectorCopy(origin, end);
end[2] += 4;
numareas = AAS_TraceAreas(origin, end, areas, points, 10);
for (j = 0; j < numareas; j++)
{
if (AAS_AreaReachability(areas[j])) return areas[j];
} //end for
bestdist = 999999;
bestareanum = 0;
for (z = 1; z >= -1; z -= 1)
{
for (x = 1; x >= -1; x -= 1)
{
for (y = 1; y >= -1; y -= 1)
{
VectorCopy(origin, end);
end[0] += x * 8;
end[1] += y * 8;
end[2] += z * 12;
numareas = AAS_TraceAreas(origin, end, areas, points, 10);
for (j = 0; j < numareas; j++)
{
if (AAS_AreaReachability(areas[j]))
{
VectorSubtract(points[j], origin, v);
dist = VectorLength(v);
if (dist < bestdist)
{
bestareanum = areas[j];
bestdist = dist;
} //end if
} //end if
if (!firstareanum) firstareanum = areas[j];
} //end for
} //end for
} //end for
if (bestareanum) return bestareanum;
} //end for
return firstareanum;
} //end of the function BotFuzzyPointReachabilityArea
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotReachabilityArea(vec3_t origin, int client)
{
int modelnum, modeltype, reachnum, areanum;
aas_reachability_t reach;
vec3_t org, end, mins, maxs, up = {0, 0, 1};
bsp_trace_t bsptrace;
aas_trace_t trace;
//check if the bot is standing on something
AAS_PresenceTypeBoundingBox(PRESENCE_CROUCH, mins, maxs);
VectorMA(origin, -3, up, end);
bsptrace = AAS_Trace(origin, mins, maxs, end, client, CONTENTS_SOLID|CONTENTS_PLAYERCLIP);
if (!bsptrace.startsolid && bsptrace.fraction < 1 && bsptrace.ent != ENTITYNUM_NONE)
{
//if standing on the world the bot should be in a valid area
if (bsptrace.ent == ENTITYNUM_WORLD)
{
return BotFuzzyPointReachabilityArea(origin);
} //end if
modelnum = AAS_EntityModelindex(bsptrace.ent);
modeltype = modeltypes[modelnum];
//if standing on a func_plat or func_bobbing then the bot is assumed to be
//in the area the reachability points to
if (modeltype == MODELTYPE_FUNC_PLAT || modeltype == MODELTYPE_FUNC_BOB)
{
reachnum = AAS_NextModelReachability(0, modelnum);
if (reachnum)
{
AAS_ReachabilityFromNum(reachnum, &reach);
return reach.areanum;
} //end if
} //end else if
//if the bot is swimming the bot should be in a valid area
if (AAS_Swimming(origin))
{
return BotFuzzyPointReachabilityArea(origin);
} //end if
//
areanum = BotFuzzyPointReachabilityArea(origin);
//if the bot is in an area with reachabilities
if (areanum && AAS_AreaReachability(areanum)) return areanum;
//trace down till the ground is hit because the bot is standing on some other entity
VectorCopy(origin, org);
VectorCopy(org, end);
end[2] -= 800;
trace = AAS_TraceClientBBox(org, end, PRESENCE_CROUCH, -1);
if (!trace.startsolid)
{
VectorCopy(trace.endpos, org);
} //end if
//
return BotFuzzyPointReachabilityArea(org);
} //end if
//
return BotFuzzyPointReachabilityArea(origin);
} //end of the function BotReachabilityArea
//===========================================================================
// returns the reachability area the bot is in
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
/*
int BotReachabilityArea(vec3_t origin, int testground)
{
int firstareanum, i, j, x, y, z;
int areas[10], numareas, areanum, bestareanum;
float dist, bestdist;
vec3_t org, end, points[10], v;
aas_trace_t trace;
firstareanum = 0;
for (i = 0; i < 2; i++)
{
VectorCopy(origin, org);
//if test at the ground (used when bot is standing on an entity)
if (i > 0)
{
VectorCopy(origin, end);
end[2] -= 800;
trace = AAS_TraceClientBBox(origin, end, PRESENCE_CROUCH, -1);
if (!trace.startsolid)
{
VectorCopy(trace.endpos, org);
} //end if
} //end if
firstareanum = 0;
areanum = AAS_PointAreaNum(org);
if (areanum)
{
firstareanum = areanum;
if (AAS_AreaReachability(areanum)) return areanum;
} //end if
bestdist = 999999;
bestareanum = 0;
for (z = 1; z >= -1; z -= 1)
{
for (x = 1; x >= -1; x -= 1)
{
for (y = 1; y >= -1; y -= 1)
{
VectorCopy(org, end);
end[0] += x * 8;
end[1] += y * 8;
end[2] += z * 12;
numareas = AAS_TraceAreas(org, end, areas, points, 10);
for (j = 0; j < numareas; j++)
{
if (AAS_AreaReachability(areas[j]))
{
VectorSubtract(points[j], org, v);
dist = VectorLength(v);
if (dist < bestdist)
{
bestareanum = areas[j];
bestdist = dist;
} //end if
} //end if
} //end for
} //end for
} //end for
if (bestareanum) return bestareanum;
} //end for
if (!testground) break;
} //end for
//#ifdef DEBUG
//botimport.Print(PRT_MESSAGE, "no reachability area\n");
//#endif //DEBUG
return firstareanum;
} //end of the function BotReachabilityArea*/
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotOnMover(vec3_t origin, int entnum, aas_reachability_t *reach)
{
int i, modelnum;
vec3_t mins, maxs, modelorigin, org, end;
vec3_t angles = {0, 0, 0};
vec3_t boxmins = {-16, -16, -8}, boxmaxs = {16, 16, 8};
bsp_trace_t trace;
modelnum = reach->facenum & 0x0000FFFF;
//get some bsp model info
AAS_BSPModelMinsMaxsOrigin(modelnum, angles, mins, maxs, NULL);
//
if (!AAS_OriginOfMoverWithModelNum(modelnum, modelorigin))
{
botimport.Print(PRT_MESSAGE, "no entity with model %d\n", modelnum);
return qfalse;
} //end if
//
for (i = 0; i < 2; i++)
{
if (origin[i] > modelorigin[i] + maxs[i] + 16) return qfalse;
if (origin[i] < modelorigin[i] + mins[i] - 16) return qfalse;
} //end for
//
VectorCopy(origin, org);
org[2] += 24;
VectorCopy(origin, end);
end[2] -= 48;
//
trace = AAS_Trace(org, boxmins, boxmaxs, end, entnum, CONTENTS_SOLID|CONTENTS_PLAYERCLIP);
if (!trace.startsolid && !trace.allsolid)
{
//NOTE: the reachability face number is the model number of the elevator
if (trace.ent != ENTITYNUM_NONE && AAS_EntityModelNum(trace.ent) == modelnum)
{
return qtrue;
} //end if
} //end if
return qfalse;
} //end of the function BotOnMover
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int MoverDown(aas_reachability_t *reach)
{
int modelnum;
vec3_t mins, maxs, origin;
vec3_t angles = {0, 0, 0};
modelnum = reach->facenum & 0x0000FFFF;
//get some bsp model info
AAS_BSPModelMinsMaxsOrigin(modelnum, angles, mins, maxs, origin);
//
if (!AAS_OriginOfMoverWithModelNum(modelnum, origin))
{
botimport.Print(PRT_MESSAGE, "no entity with model %d\n", modelnum);
return qfalse;
} //end if
//if the top of the plat is below the reachability start point
if (origin[2] + maxs[2] < reach->start[2]) return qtrue;
return qfalse;
} //end of the function MoverDown
//========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//========================================================================
void BotSetBrushModelTypes(void)
{
int ent, modelnum;
char classname[MAX_EPAIRKEY], model[MAX_EPAIRKEY];
Com_Memset(modeltypes, 0, MAX_MODELS * sizeof(int));
//
for (ent = AAS_NextBSPEntity(0); ent; ent = AAS_NextBSPEntity(ent))
{
if (!AAS_ValueForBSPEpairKey(ent, "classname", classname, MAX_EPAIRKEY)) continue;
if (!AAS_ValueForBSPEpairKey(ent, "model", model, MAX_EPAIRKEY)) continue;
if (model[0]) modelnum = atoi(model+1);
else modelnum = 0;
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if (modelnum < 0 || modelnum >= MAX_MODELS)
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{
botimport.Print(PRT_MESSAGE, "entity %s model number out of range\n", classname);
continue;
} //end if
if (!Q_stricmp(classname, "func_bobbing"))
modeltypes[modelnum] = MODELTYPE_FUNC_BOB;
else if (!Q_stricmp(classname, "func_plat"))
modeltypes[modelnum] = MODELTYPE_FUNC_PLAT;
else if (!Q_stricmp(classname, "func_door"))
modeltypes[modelnum] = MODELTYPE_FUNC_DOOR;
else if (!Q_stricmp(classname, "func_static"))
modeltypes[modelnum] = MODELTYPE_FUNC_STATIC;
} //end for
} //end of the function BotSetBrushModelTypes
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotOnTopOfEntity(bot_movestate_t *ms)
{
vec3_t mins, maxs, end, up = {0, 0, 1};
bsp_trace_t trace;
AAS_PresenceTypeBoundingBox(ms->presencetype, mins, maxs);
VectorMA(ms->origin, -3, up, end);
trace = AAS_Trace(ms->origin, mins, maxs, end, ms->entitynum, CONTENTS_SOLID|CONTENTS_PLAYERCLIP);
if (!trace.startsolid && (trace.ent != ENTITYNUM_WORLD && trace.ent != ENTITYNUM_NONE) )
{
return trace.ent;
} //end if
return -1;
} //end of the function BotOnTopOfEntity
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotValidTravel(vec3_t origin, aas_reachability_t *reach, int travelflags)
{
//if the reachability uses an unwanted travel type
if (AAS_TravelFlagForType(reach->traveltype) & ~travelflags) return qfalse;
//don't go into areas with bad travel types
if (AAS_AreaContentsTravelFlags(reach->areanum) & ~travelflags) return qfalse;
return qtrue;
} //end of the function BotValidTravel
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void BotAddToAvoidReach(bot_movestate_t *ms, int number, float avoidtime)
{
int i;
for (i = 0; i < MAX_AVOIDREACH; i++)
{
if (ms->avoidreach[i] == number)
{
if (ms->avoidreachtimes[i] > AAS_Time()) ms->avoidreachtries[i]++;
else ms->avoidreachtries[i] = 1;
ms->avoidreachtimes[i] = AAS_Time() + avoidtime;
return;
} //end if
} //end for
//add the reachability to the reachabilities to avoid for a while
for (i = 0; i < MAX_AVOIDREACH; i++)
{
if (ms->avoidreachtimes[i] < AAS_Time())
{
ms->avoidreach[i] = number;
ms->avoidreachtimes[i] = AAS_Time() + avoidtime;
ms->avoidreachtries[i] = 1;
return;
} //end if
} //end for
} //end of the function BotAddToAvoidReach
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
float DistanceFromLineSquared(vec3_t p, vec3_t lp1, vec3_t lp2)
{
vec3_t proj, dir;
int j;
AAS_ProjectPointOntoVector(p, lp1, lp2, proj);
for (j = 0; j < 3; j++)
if ((proj[j] > lp1[j] && proj[j] > lp2[j]) ||
(proj[j] < lp1[j] && proj[j] < lp2[j]))
break;
if (j < 3) {
if (fabs(proj[j] - lp1[j]) < fabs(proj[j] - lp2[j]))
VectorSubtract(p, lp1, dir);
else
VectorSubtract(p, lp2, dir);
return VectorLengthSquared(dir);
}
VectorSubtract(p, proj, dir);
return VectorLengthSquared(dir);
} //end of the function DistanceFromLineSquared
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
float VectorDistanceSquared(vec3_t p1, vec3_t p2)
{
vec3_t dir;
VectorSubtract(p2, p1, dir);
return VectorLengthSquared(dir);
} //end of the function VectorDistanceSquared
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotAvoidSpots(vec3_t origin, aas_reachability_t *reach, bot_avoidspot_t *avoidspots, int numavoidspots)
{
int checkbetween, i, type;
float squareddist, squaredradius;
switch(reach->traveltype & TRAVELTYPE_MASK)
{
case TRAVEL_WALK: checkbetween = qtrue; break;
case TRAVEL_CROUCH: checkbetween = qtrue; break;
case TRAVEL_BARRIERJUMP: checkbetween = qtrue; break;
case TRAVEL_LADDER: checkbetween = qtrue; break;
case TRAVEL_WALKOFFLEDGE: checkbetween = qfalse; break;
case TRAVEL_JUMP: checkbetween = qfalse; break;
case TRAVEL_SWIM: checkbetween = qtrue; break;
case TRAVEL_WATERJUMP: checkbetween = qtrue; break;
case TRAVEL_TELEPORT: checkbetween = qfalse; break;
case TRAVEL_ELEVATOR: checkbetween = qfalse; break;
case TRAVEL_GRAPPLEHOOK: checkbetween = qfalse; break;
case TRAVEL_ROCKETJUMP: checkbetween = qfalse; break;
case TRAVEL_BFGJUMP: checkbetween = qfalse; break;
case TRAVEL_JUMPPAD: checkbetween = qfalse; break;
case TRAVEL_FUNCBOB: checkbetween = qfalse; break;
default: checkbetween = qtrue; break;
} //end switch
type = AVOID_CLEAR;
for (i = 0; i < numavoidspots; i++)
{
squaredradius = Square(avoidspots[i].radius);
squareddist = DistanceFromLineSquared(avoidspots[i].origin, origin, reach->start);
// if moving towards the avoid spot
if (squareddist < squaredradius &&
VectorDistanceSquared(avoidspots[i].origin, origin) > squareddist)
{
type = avoidspots[i].type;
} //end if
else if (checkbetween) {
squareddist = DistanceFromLineSquared(avoidspots[i].origin, reach->start, reach->end);
// if moving towards the avoid spot
if (squareddist < squaredradius &&
VectorDistanceSquared(avoidspots[i].origin, reach->start) > squareddist)
{
type = avoidspots[i].type;
} //end if
} //end if
else
{
VectorDistanceSquared(avoidspots[i].origin, reach->end);
// if the reachability leads closer to the avoid spot
if (squareddist < squaredradius &&
VectorDistanceSquared(avoidspots[i].origin, reach->start) > squareddist)
{
type = avoidspots[i].type;
} //end if
} //end else
if (type == AVOID_ALWAYS)
return type;
} //end for
return type;
} //end of the function BotAvoidSpots
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void BotAddAvoidSpot(int movestate, vec3_t origin, float radius, int type)
{
bot_movestate_t *ms;
ms = BotMoveStateFromHandle(movestate);
if (!ms) return;
if (type == AVOID_CLEAR)
{
ms->numavoidspots = 0;
return;
} //end if
if (ms->numavoidspots >= MAX_AVOIDSPOTS)
return;
VectorCopy(origin, ms->avoidspots[ms->numavoidspots].origin);
ms->avoidspots[ms->numavoidspots].radius = radius;
ms->avoidspots[ms->numavoidspots].type = type;
ms->numavoidspots++;
} //end of the function BotAddAvoidSpot
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotGetReachabilityToGoal(vec3_t origin, int areanum,
int lastgoalareanum, int lastareanum,
int *avoidreach, float *avoidreachtimes, int *avoidreachtries,
bot_goal_t *goal, int travelflags,
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struct bot_avoidspot_s *avoidspots, int numavoidspots, int *flags)
{
int i, t, besttime, bestreachnum, reachnum;
aas_reachability_t reach;
//if not in a valid area
if (!areanum) return 0;
//
if (AAS_AreaDoNotEnter(areanum) || AAS_AreaDoNotEnter(goal->areanum))
{
travelflags |= TFL_DONOTENTER;
} //end if
//use the routing to find the next area to go to
besttime = 0;
bestreachnum = 0;
//
for (reachnum = AAS_NextAreaReachability(areanum, 0); reachnum;
reachnum = AAS_NextAreaReachability(areanum, reachnum))
{
#ifdef AVOIDREACH
//check if it isn't a reachability to avoid
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for (i = 0; i < MAX_AVOIDREACH; i++)
{
if (avoidreach[i] == reachnum && avoidreachtimes[i] >= AAS_Time()) break;
} //end for
if (i != MAX_AVOIDREACH && avoidreachtries[i] > AVOIDREACH_TRIES)
{
#ifdef DEBUG
if (botDeveloper)
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{
botimport.Print(PRT_MESSAGE, "avoiding reachability %d\n", avoidreach[i]);
} //end if
#endif //DEBUG
continue;
} //end if
#endif //AVOIDREACH
//get the reachability from the number
AAS_ReachabilityFromNum(reachnum, &reach);
//NOTE: do not go back to the previous area if the goal didn't change
//NOTE: is this actually avoidance of local routing minima between two areas???
if (lastgoalareanum == goal->areanum && reach.areanum == lastareanum) continue;
//if (AAS_AreaContentsTravelFlags(reach.areanum) & ~travelflags) continue;
//if the travel isn't valid
if (!BotValidTravel(origin, &reach, travelflags)) continue;
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//get the travel time
t = AAS_AreaTravelTimeToGoalArea(reach.areanum, reach.end, goal->areanum, travelflags);
//if the goal area isn't reachable from the reachable area
if (!t) continue;
//if the bot should not use this reachability to avoid bad spots
if (BotAvoidSpots(origin, &reach, avoidspots, numavoidspots)) {
if (flags) {
*flags |= MOVERESULT_BLOCKEDBYAVOIDSPOT;
}
continue;
}
//add the travel time towards the area
t += reach.traveltime;// + AAS_AreaTravelTime(areanum, origin, reach.start);
//if the travel time is better than the ones already found
if (!besttime || t < besttime)
{
besttime = t;
bestreachnum = reachnum;
} //end if
} //end for
//
return bestreachnum;
} //end of the function BotGetReachabilityToGoal
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotAddToTarget(vec3_t start, vec3_t end, float maxdist, float *dist, vec3_t target)
{
vec3_t dir;
float curdist;
VectorSubtract(end, start, dir);
curdist = VectorNormalize(dir);
if (*dist + curdist < maxdist)
{
VectorCopy(end, target);
*dist += curdist;
return qfalse;
} //end if
else
{
VectorMA(start, maxdist - *dist, dir, target);
*dist = maxdist;
return qtrue;
} //end else
} //end of the function BotAddToTarget
int BotMovementViewTarget(int movestate, bot_goal_t *goal, int travelflags, float lookahead, vec3_t target)
{
aas_reachability_t reach;
int reachnum, lastareanum;
bot_movestate_t *ms;
vec3_t end;
float dist;
ms = BotMoveStateFromHandle(movestate);
if (!ms) return qfalse;
//if the bot has no goal or no last reachability
if (!ms->lastreachnum || !goal) return qfalse;
reachnum = ms->lastreachnum;
VectorCopy(ms->origin, end);
lastareanum = ms->lastareanum;
dist = 0;
while(reachnum && dist < lookahead)
{
AAS_ReachabilityFromNum(reachnum, &reach);
if (BotAddToTarget(end, reach.start, lookahead, &dist, target)) return qtrue;
//never look beyond teleporters
if ((reach.traveltype & TRAVELTYPE_MASK) == TRAVEL_TELEPORT) return qtrue;
//never look beyond the weapon jump point
if ((reach.traveltype & TRAVELTYPE_MASK) == TRAVEL_ROCKETJUMP) return qtrue;
if ((reach.traveltype & TRAVELTYPE_MASK) == TRAVEL_BFGJUMP) return qtrue;
//don't add jump pad distances
if ((reach.traveltype & TRAVELTYPE_MASK) != TRAVEL_JUMPPAD &&
(reach.traveltype & TRAVELTYPE_MASK) != TRAVEL_ELEVATOR &&
(reach.traveltype & TRAVELTYPE_MASK) != TRAVEL_FUNCBOB)
{
if (BotAddToTarget(reach.start, reach.end, lookahead, &dist, target)) return qtrue;
} //end if
reachnum = BotGetReachabilityToGoal(reach.end, reach.areanum,
ms->lastgoalareanum, lastareanum,
ms->avoidreach, ms->avoidreachtimes, ms->avoidreachtries,
goal, travelflags, NULL, 0, NULL);
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VectorCopy(reach.end, end);
lastareanum = reach.areanum;
if (lastareanum == goal->areanum)
{
BotAddToTarget(reach.end, goal->origin, lookahead, &dist, target);
return qtrue;
} //end if
} //end while
//
return qfalse;
} //end of the function BotMovementViewTarget
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotVisible(int ent, vec3_t eye, vec3_t target)
{
bsp_trace_t trace;
trace = AAS_Trace(eye, NULL, NULL, target, ent, CONTENTS_SOLID|CONTENTS_PLAYERCLIP);
if (trace.fraction >= 1) return qtrue;
return qfalse;
} //end of the function BotVisible
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotPredictVisiblePosition(vec3_t origin, int areanum, bot_goal_t *goal, int travelflags, vec3_t target)
{
aas_reachability_t reach;
int reachnum, lastgoalareanum, lastareanum, i;
int avoidreach[MAX_AVOIDREACH];
float avoidreachtimes[MAX_AVOIDREACH];
int avoidreachtries[MAX_AVOIDREACH];
vec3_t end;
//if the bot has no goal or no last reachability
if (!goal) return qfalse;
//if the areanum is not valid
if (!areanum) return qfalse;
//if the goal areanum is not valid
if (!goal->areanum) return qfalse;
Com_Memset(avoidreach, 0, MAX_AVOIDREACH * sizeof(int));
lastgoalareanum = goal->areanum;
lastareanum = areanum;
VectorCopy(origin, end);
//only do 20 hops
for (i = 0; i < 20 && (areanum != goal->areanum); i++)
{
//
reachnum = BotGetReachabilityToGoal(end, areanum,
lastgoalareanum, lastareanum,
avoidreach, avoidreachtimes, avoidreachtries,
goal, travelflags, NULL, 0, NULL);
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if (!reachnum) return qfalse;
AAS_ReachabilityFromNum(reachnum, &reach);
//
if (BotVisible(goal->entitynum, goal->origin, reach.start))
{
VectorCopy(reach.start, target);
return qtrue;
} //end if
//
if (BotVisible(goal->entitynum, goal->origin, reach.end))
{
VectorCopy(reach.end, target);
return qtrue;
} //end if
//
if (reach.areanum == goal->areanum)
{
VectorCopy(reach.end, target);
return qtrue;
} //end if
//
lastareanum = areanum;
areanum = reach.areanum;
VectorCopy(reach.end, end);
//
} //end while
//
return qfalse;
} //end of the function BotPredictVisiblePosition
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void MoverBottomCenter(aas_reachability_t *reach, vec3_t bottomcenter)
{
int modelnum;
vec3_t mins, maxs, origin, mids;
vec3_t angles = {0, 0, 0};
modelnum = reach->facenum & 0x0000FFFF;
//get some bsp model info
AAS_BSPModelMinsMaxsOrigin(modelnum, angles, mins, maxs, origin);
//
if (!AAS_OriginOfMoverWithModelNum(modelnum, origin))
{
botimport.Print(PRT_MESSAGE, "no entity with model %d\n", modelnum);
} //end if
//get a point just above the plat in the bottom position
VectorAdd(mins, maxs, mids);
VectorMA(origin, 0.5, mids, bottomcenter);
bottomcenter[2] = reach->start[2];
} //end of the function MoverBottomCenter
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
float BotGapDistance(vec3_t origin, vec3_t hordir, int entnum)
{
int dist;
float startz;
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vec3_t start, end;
aas_trace_t trace;
//do gap checking
//startz = origin[2];
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//this enables walking down stairs more fluidly
{
VectorCopy(origin, start);
VectorCopy(origin, end);
end[2] -= 60;
trace = AAS_TraceClientBBox(start, end, PRESENCE_CROUCH, entnum);
if (trace.fraction >= 1) return 1;
startz = trace.endpos[2] + 1;
}
//
for (dist = 8; dist <= 100; dist += 8)
{
VectorMA(origin, dist, hordir, start);
start[2] = startz + 24;
VectorCopy(start, end);
end[2] -= 48 + sv_maxbarrier->value;
trace = AAS_TraceClientBBox(start, end, PRESENCE_CROUCH, entnum);
//if solid is found the bot can't walk any further and fall into a gap
if (!trace.startsolid)
{
//if it is a gap
if (trace.endpos[2] < startz - sv_maxstep->value - 8)
{
VectorCopy(trace.endpos, end);
end[2] -= 20;
if (AAS_PointContents(end) & CONTENTS_WATER) break;
//if a gap is found slow down
//botimport.Print(PRT_MESSAGE, "gap at %i\n", dist);
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return dist;
} //end if
startz = trace.endpos[2];
} //end if
} //end for
return 0;
} //end of the function BotGapDistance
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotCheckBarrierJump(bot_movestate_t *ms, vec3_t dir, float speed)
{
vec3_t start, hordir, end;
aas_trace_t trace;
VectorCopy(ms->origin, end);
end[2] += sv_maxbarrier->value;
//trace right up
trace = AAS_TraceClientBBox(ms->origin, end, PRESENCE_NORMAL, ms->entitynum);
//this shouldn't happen... but we check anyway
if (trace.startsolid) return qfalse;
//if very low ceiling it isn't possible to jump up to a barrier
if (trace.endpos[2] - ms->origin[2] < sv_maxstep->value) return qfalse;
//
hordir[0] = dir[0];
hordir[1] = dir[1];
hordir[2] = 0;
VectorNormalize(hordir);
VectorMA(ms->origin, ms->thinktime * speed * 0.5, hordir, end);
VectorCopy(trace.endpos, start);
end[2] = trace.endpos[2];
//trace from previous trace end pos horizontally in the move direction
trace = AAS_TraceClientBBox(start, end, PRESENCE_NORMAL, ms->entitynum);
//again this shouldn't happen
if (trace.startsolid) return qfalse;
//
VectorCopy(trace.endpos, start);
VectorCopy(trace.endpos, end);
end[2] = ms->origin[2];
//trace down from the previous trace end pos
trace = AAS_TraceClientBBox(start, end, PRESENCE_NORMAL, ms->entitynum);
//if solid
if (trace.startsolid) return qfalse;
//if no obstacle at all
if (trace.fraction >= 1.0) return qfalse;
//if less than the maximum step height
if (trace.endpos[2] - ms->origin[2] < sv_maxstep->value) return qfalse;
//
EA_Jump(ms->client);
EA_Move(ms->client, hordir, speed);
ms->moveflags |= MFL_BARRIERJUMP;
//there is a barrier
return qtrue;
} //end of the function BotCheckBarrierJump
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotSwimInDirection(bot_movestate_t *ms, vec3_t dir, float speed, int type)
{
vec3_t normdir;
VectorCopy(dir, normdir);
VectorNormalize(normdir);
EA_Move(ms->client, normdir, speed);
return qtrue;
} //end of the function BotSwimInDirection
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotWalkInDirection(bot_movestate_t *ms, vec3_t dir, float speed, int type)
{
vec3_t hordir, cmdmove, velocity, tmpdir, origin;
int presencetype, maxframes, cmdframes, stopevent;
aas_clientmove_t move;
float dist;
if (AAS_OnGround(ms->origin, ms->presencetype, ms->entitynum)) ms->moveflags |= MFL_ONGROUND;
//if the bot is on the ground
if (ms->moveflags & MFL_ONGROUND)
{
//if there is a barrier the bot can jump on
if (BotCheckBarrierJump(ms, dir, speed)) return qtrue;
//remove barrier jump flag
ms->moveflags &= ~MFL_BARRIERJUMP;
//get the presence type for the movement
if ((type & MOVE_CROUCH) && !(type & MOVE_JUMP)) presencetype = PRESENCE_CROUCH;
else presencetype = PRESENCE_NORMAL;
//horizontal direction
hordir[0] = dir[0];
hordir[1] = dir[1];
hordir[2] = 0;
VectorNormalize(hordir);
//if the bot is not supposed to jump
if (!(type & MOVE_JUMP))
{
//if there is a gap, try to jump over it
if (BotGapDistance(ms->origin, hordir, ms->entitynum) > 0) type |= MOVE_JUMP;
} //end if
//get command movement
VectorScale(hordir, speed, cmdmove);
VectorCopy(ms->velocity, velocity);
//
if (type & MOVE_JUMP)
{
//botimport.Print(PRT_MESSAGE, "trying jump\n");
cmdmove[2] = 400;
maxframes = PREDICTIONTIME_JUMP / 0.1;
cmdframes = 1;
stopevent = SE_HITGROUND|SE_HITGROUNDDAMAGE|
SE_ENTERWATER|SE_ENTERSLIME|SE_ENTERLAVA;
} //end if
else
{
maxframes = 2;
cmdframes = 2;
stopevent = SE_HITGROUNDDAMAGE|
SE_ENTERWATER|SE_ENTERSLIME|SE_ENTERLAVA;
} //end else
//AAS_ClearShownDebugLines();
//
VectorCopy(ms->origin, origin);
origin[2] += 0.5;
AAS_PredictClientMovement(&move, ms->entitynum, origin, presencetype, qtrue,
velocity, cmdmove, cmdframes, maxframes, 0.1f,
stopevent, 0, qfalse);//qtrue);
//if prediction time wasn't enough to fully predict the movement
if (move.frames >= maxframes && (type & MOVE_JUMP))
{
//botimport.Print(PRT_MESSAGE, "client %d: max prediction frames\n", ms->client);
return qfalse;
} //end if
//don't enter slime or lava and don't fall from too high
if (move.stopevent & (SE_ENTERSLIME|SE_ENTERLAVA|SE_HITGROUNDDAMAGE))
{
//botimport.Print(PRT_MESSAGE, "client %d: would be hurt ", ms->client);
//if (move.stopevent & SE_ENTERSLIME) botimport.Print(PRT_MESSAGE, "slime\n");
//if (move.stopevent & SE_ENTERLAVA) botimport.Print(PRT_MESSAGE, "lava\n");
//if (move.stopevent & SE_HITGROUNDDAMAGE) botimport.Print(PRT_MESSAGE, "hitground\n");
return qfalse;
} //end if
//if ground was hit
if (move.stopevent & SE_HITGROUND)
{
//check for nearby gap
VectorNormalize2(move.velocity, tmpdir);
dist = BotGapDistance(move.endpos, tmpdir, ms->entitynum);
if (dist > 0) return qfalse;
//
dist = BotGapDistance(move.endpos, hordir, ms->entitynum);
if (dist > 0) return qfalse;
} //end if
//get horizontal movement
tmpdir[0] = move.endpos[0] - ms->origin[0];
tmpdir[1] = move.endpos[1] - ms->origin[1];
tmpdir[2] = 0;
//
//AAS_DrawCross(move.endpos, 4, LINECOLOR_BLUE);
//the bot is blocked by something
if (VectorLength(tmpdir) < speed * ms->thinktime * 0.5) return qfalse;
//perform the movement
if (type & MOVE_JUMP) EA_Jump(ms->client);
if (type & MOVE_CROUCH) EA_Crouch(ms->client);
EA_Move(ms->client, hordir, speed);
//movement was succesfull
return qtrue;
} //end if
else
{
if (ms->moveflags & MFL_BARRIERJUMP)
{
//if near the top or going down
if (ms->velocity[2] < 50)
{
EA_Move(ms->client, dir, speed);
} //end if
} //end if
//FIXME: do air control to avoid hazards
return qtrue;
} //end else
} //end of the function BotWalkInDirection
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotMoveInDirection(int movestate, vec3_t dir, float speed, int type)
{
bot_movestate_t *ms;
ms = BotMoveStateFromHandle(movestate);
if (!ms) return qfalse;
//if swimming
if (AAS_Swimming(ms->origin))
{
return BotSwimInDirection(ms, dir, speed, type);
} //end if
else
{
return BotWalkInDirection(ms, dir, speed, type);
} //end else
} //end of the function BotMoveInDirection
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int Intersection(vec2_t p1, vec2_t p2, vec2_t p3, vec2_t p4, vec2_t out)
{
float x1, dx1, dy1, x2, dx2, dy2, d;
dx1 = p2[0] - p1[0];
dy1 = p2[1] - p1[1];
dx2 = p4[0] - p3[0];
dy2 = p4[1] - p3[1];
d = dy1 * dx2 - dx1 * dy2;
if (d != 0)
{
x1 = p1[1] * dx1 - p1[0] * dy1;
x2 = p3[1] * dx2 - p3[0] * dy2;
out[0] = (int) ((dx1 * x2 - dx2 * x1) / d);
out[1] = (int) ((dy1 * x2 - dy2 * x1) / d);
return qtrue;
} //end if
else
{
return qfalse;
} //end else
} //end of the function Intersection
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void BotCheckBlocked(bot_movestate_t *ms, vec3_t dir, int checkbottom, bot_moveresult_t *result)
{
vec3_t mins, maxs, end, up = {0, 0, 1};
bsp_trace_t trace;
//test for entities obstructing the bot's path
AAS_PresenceTypeBoundingBox(ms->presencetype, mins, maxs);
//
if (fabs(DotProduct(dir, up)) < 0.7)
{
mins[2] += sv_maxstep->value; //if the bot can step on
maxs[2] -= 10; //a little lower to avoid low ceiling
} //end if
VectorMA(ms->origin, 3, dir, end);
trace = AAS_Trace(ms->origin, mins, maxs, end, ms->entitynum, CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY);
//if not started in solid and not hitting the world entity
if (!trace.startsolid && (trace.ent != ENTITYNUM_WORLD && trace.ent != ENTITYNUM_NONE) )
{
result->blocked = qtrue;
result->blockentity = trace.ent;
#ifdef DEBUG
//botimport.Print(PRT_MESSAGE, "%d: BotCheckBlocked: I'm blocked\n", ms->client);
#endif //DEBUG
} //end if
//if not in an area with reachability
else if (checkbottom && !AAS_AreaReachability(ms->areanum))
{
//check if the bot is standing on something
AAS_PresenceTypeBoundingBox(ms->presencetype, mins, maxs);
VectorMA(ms->origin, -3, up, end);
trace = AAS_Trace(ms->origin, mins, maxs, end, ms->entitynum, CONTENTS_SOLID|CONTENTS_PLAYERCLIP);
if (!trace.startsolid && (trace.ent != ENTITYNUM_WORLD && trace.ent != ENTITYNUM_NONE) )
{
result->blocked = qtrue;
result->blockentity = trace.ent;
result->flags |= MOVERESULT_ONTOPOFOBSTACLE;
#ifdef DEBUG
//botimport.Print(PRT_MESSAGE, "%d: BotCheckBlocked: I'm blocked\n", ms->client);
#endif //DEBUG
} //end if
} //end else
} //end of the function BotCheckBlocked
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_Walk(bot_movestate_t *ms, aas_reachability_t *reach)
{
float dist, speed;
vec3_t hordir;
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bot_moveresult_t_cleared( result );
2005-08-26 17:39:27 +00:00
//first walk straight to the reachability start
hordir[0] = reach->start[0] - ms->origin[0];
hordir[1] = reach->start[1] - ms->origin[1];
hordir[2] = 0;
dist = VectorNormalize(hordir);
//
BotCheckBlocked(ms, hordir, qtrue, &result);
//
if (dist < 10)
{
//walk straight to the reachability end
hordir[0] = reach->end[0] - ms->origin[0];
hordir[1] = reach->end[1] - ms->origin[1];
hordir[2] = 0;
dist = VectorNormalize(hordir);
} //end if
//if going towards a crouch area
if (!(AAS_AreaPresenceType(reach->areanum) & PRESENCE_NORMAL))
{
//if pretty close to the reachable area
if (dist < 20) EA_Crouch(ms->client);
} //end if
//
dist = BotGapDistance(ms->origin, hordir, ms->entitynum);
//
if (ms->moveflags & MFL_WALK)
{
if (dist > 0) speed = 200 - (180 - 1 * dist);
else speed = 200;
EA_Walk(ms->client);
} //end if
else
{
if (dist > 0) speed = 400 - (360 - 2 * dist);
else speed = 400;
} //end else
//elemantary action move in direction
EA_Move(ms->client, hordir, speed);
VectorCopy(hordir, result.movedir);
//
return result;
} //end of the function BotTravel_Walk
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotFinishTravel_Walk(bot_movestate_t *ms, aas_reachability_t *reach)
{
vec3_t hordir;
float dist, speed;
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bot_moveresult_t_cleared( result );
2005-08-26 17:39:27 +00:00
//if not on the ground and changed areas... don't walk back!!
//(doesn't seem to help)
/*
ms->areanum = BotFuzzyPointReachabilityArea(ms->origin);
if (ms->areanum == reach->areanum)
{
#ifdef DEBUG
botimport.Print(PRT_MESSAGE, "BotFinishTravel_Walk: already in reach area\n");
#endif //DEBUG
return result;
} //end if*/
//go straight to the reachability end
hordir[0] = reach->end[0] - ms->origin[0];
hordir[1] = reach->end[1] - ms->origin[1];
hordir[2] = 0;
dist = VectorNormalize(hordir);
//
if (dist > 100) dist = 100;
speed = 400 - (400 - 3 * dist);
//
EA_Move(ms->client, hordir, speed);
VectorCopy(hordir, result.movedir);
//
return result;
} //end of the function BotFinishTravel_Walk
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_Crouch(bot_movestate_t *ms, aas_reachability_t *reach)
{
float speed;
vec3_t hordir;
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bot_moveresult_t_cleared( result );
2005-08-26 17:39:27 +00:00
//
speed = 400;
//walk straight to reachability end
hordir[0] = reach->end[0] - ms->origin[0];
hordir[1] = reach->end[1] - ms->origin[1];
hordir[2] = 0;
VectorNormalize(hordir);
//
BotCheckBlocked(ms, hordir, qtrue, &result);
//elemantary actions
EA_Crouch(ms->client);
EA_Move(ms->client, hordir, speed);
//
VectorCopy(hordir, result.movedir);
//
return result;
} //end of the function BotTravel_Crouch
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_BarrierJump(bot_movestate_t *ms, aas_reachability_t *reach)
{
float dist, speed;
vec3_t hordir;
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bot_moveresult_t_cleared( result );
2005-08-26 17:39:27 +00:00
//walk straight to reachability start
hordir[0] = reach->start[0] - ms->origin[0];
hordir[1] = reach->start[1] - ms->origin[1];
hordir[2] = 0;
dist = VectorNormalize(hordir);
//
BotCheckBlocked(ms, hordir, qtrue, &result);
//if pretty close to the barrier
if (dist < 9)
{
EA_Jump(ms->client);
} //end if
else
{
if (dist > 60) dist = 60;
speed = 360 - (360 - 6 * dist);
EA_Move(ms->client, hordir, speed);
} //end else
VectorCopy(hordir, result.movedir);
//
return result;
} //end of the function BotTravel_BarrierJump
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotFinishTravel_BarrierJump(bot_movestate_t *ms, aas_reachability_t *reach)
{
vec3_t hordir;
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bot_moveresult_t_cleared( result );
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//if near the top or going down
if (ms->velocity[2] < 250)
{
hordir[0] = reach->end[0] - ms->origin[0];
hordir[1] = reach->end[1] - ms->origin[1];
hordir[2] = 0;
//
BotCheckBlocked(ms, hordir, qtrue, &result);
//
EA_Move(ms->client, hordir, 400);
VectorCopy(hordir, result.movedir);
} //end if
//
return result;
} //end of the function BotFinishTravel_BarrierJump
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_Swim(bot_movestate_t *ms, aas_reachability_t *reach)
{
vec3_t dir;
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bot_moveresult_t_cleared( result );
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//swim straight to reachability end
VectorSubtract(reach->start, ms->origin, dir);
VectorNormalize(dir);
//
BotCheckBlocked(ms, dir, qtrue, &result);
//elemantary actions
EA_Move(ms->client, dir, 400);
//
VectorCopy(dir, result.movedir);
Vector2Angles(dir, result.ideal_viewangles);
result.flags |= MOVERESULT_SWIMVIEW;
//
return result;
} //end of the function BotTravel_Swim
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_WaterJump(bot_movestate_t *ms, aas_reachability_t *reach)
{
vec3_t dir, hordir;
float dist;
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bot_moveresult_t_cleared( result );
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//swim straight to reachability end
VectorSubtract(reach->end, ms->origin, dir);
VectorCopy(dir, hordir);
hordir[2] = 0;
dir[2] += 15 + crandom() * 40;
//botimport.Print(PRT_MESSAGE, "BotTravel_WaterJump: dir[2] = %f\n", dir[2]);
VectorNormalize(dir);
dist = VectorNormalize(hordir);
//elemantary actions
//EA_Move(ms->client, dir, 400);
EA_MoveForward(ms->client);
//move up if close to the actual out of water jump spot
if (dist < 40) EA_MoveUp(ms->client);
//set the ideal view angles
Vector2Angles(dir, result.ideal_viewangles);
result.flags |= MOVERESULT_MOVEMENTVIEW;
//
VectorCopy(dir, result.movedir);
//
return result;
} //end of the function BotTravel_WaterJump
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotFinishTravel_WaterJump(bot_movestate_t *ms, aas_reachability_t *reach)
{
vec3_t dir, pnt;
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bot_moveresult_t_cleared( result );
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//botimport.Print(PRT_MESSAGE, "BotFinishTravel_WaterJump\n");
//if waterjumping there's nothing to do
if (ms->moveflags & MFL_WATERJUMP) return result;
//if not touching any water anymore don't do anything
//otherwise the bot sometimes keeps jumping?
VectorCopy(ms->origin, pnt);
pnt[2] -= 32; //extra for q2dm4 near red armor/mega health
if (!(AAS_PointContents(pnt) & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER))) return result;
//swim straight to reachability end
VectorSubtract(reach->end, ms->origin, dir);
dir[0] += crandom() * 10;
dir[1] += crandom() * 10;
dir[2] += 70 + crandom() * 10;
//elemantary actions
EA_Move(ms->client, dir, 400);
//set the ideal view angles
Vector2Angles(dir, result.ideal_viewangles);
result.flags |= MOVERESULT_MOVEMENTVIEW;
//
VectorCopy(dir, result.movedir);
//
return result;
} //end of the function BotFinishTravel_WaterJump
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_WalkOffLedge(bot_movestate_t *ms, aas_reachability_t *reach)
{
vec3_t hordir, dir;
float dist, speed, reachhordist;
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bot_moveresult_t_cleared( result );
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//check if the bot is blocked by anything
VectorSubtract(reach->start, ms->origin, dir);
VectorNormalize(dir);
BotCheckBlocked(ms, dir, qtrue, &result);
//if the reachability start and end are practially above each other
VectorSubtract(reach->end, reach->start, dir);
dir[2] = 0;
reachhordist = VectorLength(dir);
//walk straight to the reachability start
hordir[0] = reach->start[0] - ms->origin[0];
hordir[1] = reach->start[1] - ms->origin[1];
hordir[2] = 0;
dist = VectorNormalize(hordir);
//if pretty close to the start focus on the reachability end
if (dist < 48)
{
hordir[0] = reach->end[0] - ms->origin[0];
hordir[1] = reach->end[1] - ms->origin[1];
hordir[2] = 0;
VectorNormalize(hordir);
//
if (reachhordist < 20)
{
speed = 100;
} //end if
else if (!AAS_HorizontalVelocityForJump(0, reach->start, reach->end, &speed))
{
speed = 400;
} //end if
} //end if
else
{
if (reachhordist < 20)
{
if (dist > 64) dist = 64;
speed = 400 - (256 - 4 * dist);
} //end if
else
{
speed = 400;
} //end else
} //end else
//
BotCheckBlocked(ms, hordir, qtrue, &result);
//elemantary action
EA_Move(ms->client, hordir, speed);
VectorCopy(hordir, result.movedir);
//
return result;
} //end of the function BotTravel_WalkOffLedge
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotAirControl(vec3_t origin, vec3_t velocity, vec3_t goal, vec3_t dir, float *speed)
{
vec3_t org, vel;
float dist;
int i;
VectorCopy(origin, org);
VectorScale(velocity, 0.1, vel);
for (i = 0; i < 50; i++)
{
vel[2] -= sv_gravity->value * 0.01;
//if going down and next position would be below the goal
if (vel[2] < 0 && org[2] + vel[2] < goal[2])
{
VectorScale(vel, (goal[2] - org[2]) / vel[2], vel);
VectorAdd(org, vel, org);
VectorSubtract(goal, org, dir);
dist = VectorNormalize(dir);
if (dist > 32) dist = 32;
*speed = 400 - (400 - 13 * dist);
return qtrue;
} //end if
else
{
VectorAdd(org, vel, org);
} //end else
} //end for
VectorSet(dir, 0, 0, 0);
*speed = 400;
return qfalse;
} //end of the function BotAirControl
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotFinishTravel_WalkOffLedge(bot_movestate_t *ms, aas_reachability_t *reach)
{
vec3_t dir, hordir, end, v;
float dist, speed;
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bot_moveresult_t_cleared( result );
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//
VectorSubtract(reach->end, ms->origin, dir);
BotCheckBlocked(ms, dir, qtrue, &result);
//
VectorSubtract(reach->end, ms->origin, v);
v[2] = 0;
dist = VectorNormalize(v);
if (dist > 16) VectorMA(reach->end, 16, v, end);
else VectorCopy(reach->end, end);
//
if (!BotAirControl(ms->origin, ms->velocity, end, hordir, &speed))
{
//go straight to the reachability end
VectorCopy(dir, hordir);
hordir[2] = 0;
//
speed = 400;
} //end if
//
EA_Move(ms->client, hordir, speed);
VectorCopy(hordir, result.movedir);
//
return result;
} //end of the function BotFinishTravel_WalkOffLedge
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
/*
bot_moveresult_t BotTravel_Jump(bot_movestate_t *ms, aas_reachability_t *reach)
{
vec3_t hordir;
float dist, gapdist, speed, horspeed, sv_jumpvel;
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bot_moveresult_t_cleared( result );
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//
sv_jumpvel = botlibglobals.sv_jumpvel->value;
//walk straight to the reachability start
hordir[0] = reach->start[0] - ms->origin[0];
hordir[1] = reach->start[1] - ms->origin[1];
hordir[2] = 0;
dist = VectorNormalize(hordir);
//
speed = 350;
//
gapdist = BotGapDistance(ms, hordir, ms->entitynum);
//if pretty close to the start focus on the reachability end
if (dist < 50 || (gapdist && gapdist < 50))
{
//NOTE: using max speed (400) works best
//if (AAS_HorizontalVelocityForJump(sv_jumpvel, ms->origin, reach->end, &horspeed))
//{
// speed = horspeed * 400 / botlibglobals.sv_maxwalkvelocity->value;
//} //end if
hordir[0] = reach->end[0] - ms->origin[0];
hordir[1] = reach->end[1] - ms->origin[1];
VectorNormalize(hordir);
//elemantary action jump
EA_Jump(ms->client);
//
ms->jumpreach = ms->lastreachnum;
speed = 600;
} //end if
else
{
if (AAS_HorizontalVelocityForJump(sv_jumpvel, reach->start, reach->end, &horspeed))
{
speed = horspeed * 400 / botlibglobals.sv_maxwalkvelocity->value;
} //end if
} //end else
//elemantary action
EA_Move(ms->client, hordir, speed);
VectorCopy(hordir, result.movedir);
//
return result;
} //end of the function BotTravel_Jump*/
/*
bot_moveresult_t BotTravel_Jump(bot_movestate_t *ms, aas_reachability_t *reach)
{
vec3_t hordir, dir1, dir2, mins, maxs, start, end;
int gapdist;
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float dist1, dist2, speed;
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bot_moveresult_t_cleared( result );
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bsp_trace_t trace;
//
hordir[0] = reach->start[0] - reach->end[0];
hordir[1] = reach->start[1] - reach->end[1];
hordir[2] = 0;
VectorNormalize(hordir);
//
VectorCopy(reach->start, start);
start[2] += 1;
//minus back the bouding box size plus 16
VectorMA(reach->start, 80, hordir, end);
//
AAS_PresenceTypeBoundingBox(PRESENCE_NORMAL, mins, maxs);
//check for solids
trace = AAS_Trace(start, mins, maxs, end, ms->entitynum, MASK_PLAYERSOLID);
if (trace.startsolid) VectorCopy(start, trace.endpos);
//check for a gap
for (gapdist = 0; gapdist < 80; gapdist += 10)
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{
VectorMA(start, gapdist+10, hordir, end);
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end[2] += 1;
if (AAS_PointAreaNum(end) != ms->reachareanum) break;
} //end for
if (gapdist < 80) VectorMA(reach->start, gapdist, hordir, trace.endpos);
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// dist1 = BotGapDistance(start, hordir, ms->entitynum);
// if (dist1 && dist1 <= trace.fraction * 80) VectorMA(reach->start, dist1-20, hordir, trace.endpos);
//
VectorSubtract(ms->origin, reach->start, dir1);
dir1[2] = 0;
dist1 = VectorNormalize(dir1);
VectorSubtract(ms->origin, trace.endpos, dir2);
dir2[2] = 0;
dist2 = VectorNormalize(dir2);
//if just before the reachability start
if (DotProduct(dir1, dir2) < -0.8 || dist2 < 5)
{
//botimport.Print(PRT_MESSAGE, "between jump start and run to point\n");
hordir[0] = reach->end[0] - ms->origin[0];
hordir[1] = reach->end[1] - ms->origin[1];
hordir[2] = 0;
VectorNormalize(hordir);
//elemantary action jump
if (dist1 < 24) EA_Jump(ms->client);
else if (dist1 < 32) EA_DelayedJump(ms->client);
EA_Move(ms->client, hordir, 600);
//
ms->jumpreach = ms->lastreachnum;
} //end if
else
{
//botimport.Print(PRT_MESSAGE, "going towards run to point\n");
hordir[0] = trace.endpos[0] - ms->origin[0];
hordir[1] = trace.endpos[1] - ms->origin[1];
hordir[2] = 0;
VectorNormalize(hordir);
//
if (dist2 > 80) dist2 = 80;
speed = 400 - (400 - 5 * dist2);
EA_Move(ms->client, hordir, speed);
} //end else
VectorCopy(hordir, result.movedir);
//
return result;
} //end of the function BotTravel_Jump*/
//*
bot_moveresult_t BotTravel_Jump(bot_movestate_t *ms, aas_reachability_t *reach)
{
vec3_t hordir, dir1, dir2, start, end, runstart;
// vec3_t runstart, dir1, dir2, hordir;
int gapdist;
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float dist1, dist2, speed;
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bot_moveresult_t_cleared( result );
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//
AAS_JumpReachRunStart(reach, runstart);
//*
hordir[0] = runstart[0] - reach->start[0];
hordir[1] = runstart[1] - reach->start[1];
hordir[2] = 0;
VectorNormalize(hordir);
//
VectorCopy(reach->start, start);
start[2] += 1;
VectorMA(reach->start, 80, hordir, runstart);
//check for a gap
for (gapdist = 0; gapdist < 80; gapdist += 10)
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{
VectorMA(start, gapdist+10, hordir, end);
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end[2] += 1;
if (AAS_PointAreaNum(end) != ms->reachareanum) break;
} //end for
if (gapdist < 80) VectorMA(reach->start, gapdist, hordir, runstart);
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//
VectorSubtract(ms->origin, reach->start, dir1);
dir1[2] = 0;
dist1 = VectorNormalize(dir1);
VectorSubtract(ms->origin, runstart, dir2);
dir2[2] = 0;
dist2 = VectorNormalize(dir2);
//if just before the reachability start
if (DotProduct(dir1, dir2) < -0.8 || dist2 < 5)
{
// botimport.Print(PRT_MESSAGE, "between jump start and run start point\n");
hordir[0] = reach->end[0] - ms->origin[0];
hordir[1] = reach->end[1] - ms->origin[1];
hordir[2] = 0;
VectorNormalize(hordir);
//elemantary action jump
if (dist1 < 24) EA_Jump(ms->client);
else if (dist1 < 32) EA_DelayedJump(ms->client);
EA_Move(ms->client, hordir, 600);
//
ms->jumpreach = ms->lastreachnum;
} //end if
else
{
// botimport.Print(PRT_MESSAGE, "going towards run start point\n");
hordir[0] = runstart[0] - ms->origin[0];
hordir[1] = runstart[1] - ms->origin[1];
hordir[2] = 0;
VectorNormalize(hordir);
//
if (dist2 > 80) dist2 = 80;
speed = 400 - (400 - 5 * dist2);
EA_Move(ms->client, hordir, speed);
} //end else
VectorCopy(hordir, result.movedir);
//
return result;
} //end of the function BotTravel_Jump*/
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotFinishTravel_Jump(bot_movestate_t *ms, aas_reachability_t *reach)
{
vec3_t hordir, hordir2;
float speed, dist;
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bot_moveresult_t_cleared( result );
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//if not jumped yet
if (!ms->jumpreach) return result;
//go straight to the reachability end
hordir[0] = reach->end[0] - ms->origin[0];
hordir[1] = reach->end[1] - ms->origin[1];
hordir[2] = 0;
dist = VectorNormalize(hordir);
//
hordir2[0] = reach->end[0] - reach->start[0];
hordir2[1] = reach->end[1] - reach->start[1];
hordir2[2] = 0;
VectorNormalize(hordir2);
//
if (DotProduct(hordir, hordir2) < -0.5 && dist < 24) return result;
//always use max speed when traveling through the air
speed = 800;
//
EA_Move(ms->client, hordir, speed);
VectorCopy(hordir, result.movedir);
//
return result;
} //end of the function BotFinishTravel_Jump
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_Ladder(bot_movestate_t *ms, aas_reachability_t *reach)
{
//float dist, speed;
vec3_t dir, viewdir;//, hordir;
vec3_t origin = {0, 0, 0};
// vec3_t up = {0, 0, 1};
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bot_moveresult_t_cleared( result );
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//
// if ((ms->moveflags & MFL_AGAINSTLADDER))
//NOTE: not a good idea for ladders starting in water
// || !(ms->moveflags & MFL_ONGROUND))
{
//botimport.Print(PRT_MESSAGE, "against ladder or not on ground\n");
VectorSubtract(reach->end, ms->origin, dir);
VectorNormalize(dir);
//set the ideal view angles, facing the ladder up or down
viewdir[0] = dir[0];
viewdir[1] = dir[1];
viewdir[2] = 3 * dir[2];
Vector2Angles(viewdir, result.ideal_viewangles);
//elemantary action
EA_Move(ms->client, origin, 0);
EA_MoveForward(ms->client);
//set movement view flag so the AI can see the view is focussed
result.flags |= MOVERESULT_MOVEMENTVIEW;
} //end if
/* else
{
//botimport.Print(PRT_MESSAGE, "moving towards ladder\n");
VectorSubtract(reach->end, ms->origin, dir);
2012-06-18 16:39:58 +00:00
//make sure the horizontal movement is large enough
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VectorCopy(dir, hordir);
hordir[2] = 0;
dist = VectorNormalize(hordir);
//
dir[0] = hordir[0];
dir[1] = hordir[1];
if (dir[2] > 0) dir[2] = 1;
else dir[2] = -1;
if (dist > 50) dist = 50;
speed = 400 - (200 - 4 * dist);
EA_Move(ms->client, dir, speed);
} //end else*/
//save the movement direction
VectorCopy(dir, result.movedir);
//
return result;
} //end of the function BotTravel_Ladder
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_Teleport(bot_movestate_t *ms, aas_reachability_t *reach)
{
vec3_t hordir;
float dist;
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bot_moveresult_t_cleared( result );
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//if the bot is being teleported
if (ms->moveflags & MFL_TELEPORTED) return result;
//walk straight to center of the teleporter
VectorSubtract(reach->start, ms->origin, hordir);
if (!(ms->moveflags & MFL_SWIMMING)) hordir[2] = 0;
dist = VectorNormalize(hordir);
//
BotCheckBlocked(ms, hordir, qtrue, &result);
if (dist < 30) EA_Move(ms->client, hordir, 200);
else EA_Move(ms->client, hordir, 400);
if (ms->moveflags & MFL_SWIMMING) result.flags |= MOVERESULT_SWIMVIEW;
VectorCopy(hordir, result.movedir);
return result;
} //end of the function BotTravel_Teleport
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_Elevator(bot_movestate_t *ms, aas_reachability_t *reach)
{
vec3_t dir, dir1, dir2, hordir, bottomcenter;
float dist, dist1, dist2, speed;
2005-09-03 04:10:22 +00:00
bot_moveresult_t_cleared( result );
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//if standing on the plat
if (BotOnMover(ms->origin, ms->entitynum, reach))
{
#ifdef DEBUG_ELEVATOR
botimport.Print(PRT_MESSAGE, "bot on elevator\n");
#endif //DEBUG_ELEVATOR
//if vertically not too far from the end point
if (abs(ms->origin[2] - reach->end[2]) < sv_maxbarrier->value)
{
#ifdef DEBUG_ELEVATOR
botimport.Print(PRT_MESSAGE, "bot moving to end\n");
#endif //DEBUG_ELEVATOR
//move to the end point
VectorSubtract(reach->end, ms->origin, hordir);
hordir[2] = 0;
VectorNormalize(hordir);
if (!BotCheckBarrierJump(ms, hordir, 100))
{
EA_Move(ms->client, hordir, 400);
} //end if
VectorCopy(hordir, result.movedir);
} //end else
//if not really close to the center of the elevator
else
{
MoverBottomCenter(reach, bottomcenter);
VectorSubtract(bottomcenter, ms->origin, hordir);
hordir[2] = 0;
dist = VectorNormalize(hordir);
//
if (dist > 10)
{
#ifdef DEBUG_ELEVATOR
botimport.Print(PRT_MESSAGE, "bot moving to center\n");
#endif //DEBUG_ELEVATOR
//move to the center of the plat
if (dist > 100) dist = 100;
speed = 400 - (400 - 4 * dist);
//
EA_Move(ms->client, hordir, speed);
VectorCopy(hordir, result.movedir);
} //end if
} //end else
} //end if
else
{
#ifdef DEBUG_ELEVATOR
botimport.Print(PRT_MESSAGE, "bot not on elevator\n");
#endif //DEBUG_ELEVATOR
//if very near the reachability end
VectorSubtract(reach->end, ms->origin, dir);
dist = VectorLength(dir);
if (dist < 64)
{
if (dist > 60) dist = 60;
speed = 360 - (360 - 6 * dist);
//
if ((ms->moveflags & MFL_SWIMMING) || !BotCheckBarrierJump(ms, dir, 50))
{
if (speed > 5) EA_Move(ms->client, dir, speed);
} //end if
VectorCopy(dir, result.movedir);
//
if (ms->moveflags & MFL_SWIMMING) result.flags |= MOVERESULT_SWIMVIEW;
//stop using this reachability
ms->reachability_time = 0;
return result;
} //end if
//get direction and distance to reachability start
VectorSubtract(reach->start, ms->origin, dir1);
if (!(ms->moveflags & MFL_SWIMMING)) dir1[2] = 0;
dist1 = VectorNormalize(dir1);
//if the elevator isn't down
if (!MoverDown(reach))
{
#ifdef DEBUG_ELEVATOR
botimport.Print(PRT_MESSAGE, "elevator not down\n");
#endif //DEBUG_ELEVATOR
dist = dist1;
VectorCopy(dir1, dir);
//
BotCheckBlocked(ms, dir, qfalse, &result);
//
if (dist > 60) dist = 60;
speed = 360 - (360 - 6 * dist);
//
if (!(ms->moveflags & MFL_SWIMMING) && !BotCheckBarrierJump(ms, dir, 50))
{
if (speed > 5) EA_Move(ms->client, dir, speed);
} //end if
VectorCopy(dir, result.movedir);
//
if (ms->moveflags & MFL_SWIMMING) result.flags |= MOVERESULT_SWIMVIEW;
//this isn't a failure... just wait till the elevator comes down
result.type = RESULTTYPE_ELEVATORUP;
result.flags |= MOVERESULT_WAITING;
return result;
} //end if
//get direction and distance to elevator bottom center
MoverBottomCenter(reach, bottomcenter);
VectorSubtract(bottomcenter, ms->origin, dir2);
if (!(ms->moveflags & MFL_SWIMMING)) dir2[2] = 0;
dist2 = VectorNormalize(dir2);
//if very close to the reachability start or
//closer to the elevator center or
//between reachability start and elevator center
if (dist1 < 20 || dist2 < dist1 || DotProduct(dir1, dir2) < 0)
{
#ifdef DEBUG_ELEVATOR
botimport.Print(PRT_MESSAGE, "bot moving to center\n");
#endif //DEBUG_ELEVATOR
dist = dist2;
VectorCopy(dir2, dir);
} //end if
else //closer to the reachability start
{
#ifdef DEBUG_ELEVATOR
botimport.Print(PRT_MESSAGE, "bot moving to start\n");
#endif //DEBUG_ELEVATOR
dist = dist1;
VectorCopy(dir1, dir);
} //end else
//
BotCheckBlocked(ms, dir, qfalse, &result);
//
if (dist > 60) dist = 60;
speed = 400 - (400 - 6 * dist);
//
if (!(ms->moveflags & MFL_SWIMMING) && !BotCheckBarrierJump(ms, dir, 50))
{
EA_Move(ms->client, dir, speed);
} //end if
VectorCopy(dir, result.movedir);
//
if (ms->moveflags & MFL_SWIMMING) result.flags |= MOVERESULT_SWIMVIEW;
} //end else
return result;
} //end of the function BotTravel_Elevator
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotFinishTravel_Elevator(bot_movestate_t *ms, aas_reachability_t *reach)
{
vec3_t bottomcenter, bottomdir, topdir;
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bot_moveresult_t_cleared( result );
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//
MoverBottomCenter(reach, bottomcenter);
VectorSubtract(bottomcenter, ms->origin, bottomdir);
//
VectorSubtract(reach->end, ms->origin, topdir);
//
if (fabs(bottomdir[2]) < fabs(topdir[2]))
{
VectorNormalize(bottomdir);
EA_Move(ms->client, bottomdir, 300);
} //end if
else
{
VectorNormalize(topdir);
EA_Move(ms->client, topdir, 300);
} //end else
return result;
} //end of the function BotFinishTravel_Elevator
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void BotFuncBobStartEnd(aas_reachability_t *reach, vec3_t start, vec3_t end, vec3_t origin)
{
int spawnflags, modelnum;
vec3_t mins, maxs, mid, angles = {0, 0, 0};
int num0, num1;
modelnum = reach->facenum & 0x0000FFFF;
if (!AAS_OriginOfMoverWithModelNum(modelnum, origin))
{
botimport.Print(PRT_MESSAGE, "BotFuncBobStartEnd: no entity with model %d\n", modelnum);
VectorSet(start, 0, 0, 0);
VectorSet(end, 0, 0, 0);
return;
} //end if
AAS_BSPModelMinsMaxsOrigin(modelnum, angles, mins, maxs, NULL);
VectorAdd(mins, maxs, mid);
VectorScale(mid, 0.5, mid);
VectorCopy(mid, start);
VectorCopy(mid, end);
spawnflags = reach->facenum >> 16;
num0 = reach->edgenum >> 16;
if (num0 > 0x00007FFF) num0 |= 0xFFFF0000;
num1 = reach->edgenum & 0x0000FFFF;
if (num1 > 0x00007FFF) num1 |= 0xFFFF0000;
if (spawnflags & 1)
{
start[0] = num0;
end[0] = num1;
//
origin[0] += mid[0];
origin[1] = mid[1];
origin[2] = mid[2];
} //end if
else if (spawnflags & 2)
{
start[1] = num0;
end[1] = num1;
//
origin[0] = mid[0];
origin[1] += mid[1];
origin[2] = mid[2];
} //end else if
else
{
start[2] = num0;
end[2] = num1;
//
origin[0] = mid[0];
origin[1] = mid[1];
origin[2] += mid[2];
} //end else
} //end of the function BotFuncBobStartEnd
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_FuncBobbing(bot_movestate_t *ms, aas_reachability_t *reach)
{
vec3_t dir, dir1, dir2, hordir, bottomcenter, bob_start, bob_end, bob_origin;
float dist, dist1, dist2, speed;
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bot_moveresult_t_cleared( result );
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//
BotFuncBobStartEnd(reach, bob_start, bob_end, bob_origin);
//if standing ontop of the func_bobbing
if (BotOnMover(ms->origin, ms->entitynum, reach))
{
#ifdef DEBUG_FUNCBOB
botimport.Print(PRT_MESSAGE, "bot on func_bobbing\n");
#endif
//if near end point of reachability
VectorSubtract(bob_origin, bob_end, dir);
if (VectorLength(dir) < 24)
{
#ifdef DEBUG_FUNCBOB
botimport.Print(PRT_MESSAGE, "bot moving to reachability end\n");
#endif
//move to the end point
VectorSubtract(reach->end, ms->origin, hordir);
hordir[2] = 0;
VectorNormalize(hordir);
if (!BotCheckBarrierJump(ms, hordir, 100))
{
EA_Move(ms->client, hordir, 400);
} //end if
VectorCopy(hordir, result.movedir);
} //end else
//if not really close to the center of the elevator
else
{
MoverBottomCenter(reach, bottomcenter);
VectorSubtract(bottomcenter, ms->origin, hordir);
hordir[2] = 0;
dist = VectorNormalize(hordir);
//
if (dist > 10)
{
#ifdef DEBUG_FUNCBOB
botimport.Print(PRT_MESSAGE, "bot moving to func_bobbing center\n");
#endif
//move to the center of the plat
if (dist > 100) dist = 100;
speed = 400 - (400 - 4 * dist);
//
EA_Move(ms->client, hordir, speed);
VectorCopy(hordir, result.movedir);
} //end if
} //end else
} //end if
else
{
#ifdef DEBUG_FUNCBOB
botimport.Print(PRT_MESSAGE, "bot not ontop of func_bobbing\n");
#endif
//if very near the reachability end
VectorSubtract(reach->end, ms->origin, dir);
dist = VectorLength(dir);
if (dist < 64)
{
#ifdef DEBUG_FUNCBOB
botimport.Print(PRT_MESSAGE, "bot moving to end\n");
#endif
if (dist > 60) dist = 60;
speed = 360 - (360 - 6 * dist);
//if swimming or no barrier jump
if ((ms->moveflags & MFL_SWIMMING) || !BotCheckBarrierJump(ms, dir, 50))
{
if (speed > 5) EA_Move(ms->client, dir, speed);
} //end if
VectorCopy(dir, result.movedir);
//
if (ms->moveflags & MFL_SWIMMING) result.flags |= MOVERESULT_SWIMVIEW;
//stop using this reachability
ms->reachability_time = 0;
return result;
} //end if
//get direction and distance to reachability start
VectorSubtract(reach->start, ms->origin, dir1);
if (!(ms->moveflags & MFL_SWIMMING)) dir1[2] = 0;
dist1 = VectorNormalize(dir1);
//if func_bobbing is Not its start position
2005-08-26 17:39:27 +00:00
VectorSubtract(bob_origin, bob_start, dir);
if (VectorLength(dir) > 16)
{
#ifdef DEBUG_FUNCBOB
botimport.Print(PRT_MESSAGE, "func_bobbing not at start\n");
#endif
dist = dist1;
VectorCopy(dir1, dir);
//
BotCheckBlocked(ms, dir, qfalse, &result);
//
if (dist > 60) dist = 60;
speed = 360 - (360 - 6 * dist);
//
if (!(ms->moveflags & MFL_SWIMMING) && !BotCheckBarrierJump(ms, dir, 50))
{
if (speed > 5) EA_Move(ms->client, dir, speed);
} //end if
VectorCopy(dir, result.movedir);
//
if (ms->moveflags & MFL_SWIMMING) result.flags |= MOVERESULT_SWIMVIEW;
//this isn't a failure... just wait till the func_bobbing arrives
result.type = RESULTTYPE_WAITFORFUNCBOBBING;
result.flags |= MOVERESULT_WAITING;
return result;
} //end if
//get direction and distance to func_bob bottom center
MoverBottomCenter(reach, bottomcenter);
VectorSubtract(bottomcenter, ms->origin, dir2);
if (!(ms->moveflags & MFL_SWIMMING)) dir2[2] = 0;
dist2 = VectorNormalize(dir2);
//if very close to the reachability start or
//closer to the elevator center or
//between reachability start and func_bobbing center
if (dist1 < 20 || dist2 < dist1 || DotProduct(dir1, dir2) < 0)
{
#ifdef DEBUG_FUNCBOB
botimport.Print(PRT_MESSAGE, "bot moving to func_bobbing center\n");
#endif
dist = dist2;
VectorCopy(dir2, dir);
} //end if
else //closer to the reachability start
{
#ifdef DEBUG_FUNCBOB
botimport.Print(PRT_MESSAGE, "bot moving to reachability start\n");
#endif
dist = dist1;
VectorCopy(dir1, dir);
} //end else
//
BotCheckBlocked(ms, dir, qfalse, &result);
//
if (dist > 60) dist = 60;
speed = 400 - (400 - 6 * dist);
//
if (!(ms->moveflags & MFL_SWIMMING) && !BotCheckBarrierJump(ms, dir, 50))
{
EA_Move(ms->client, dir, speed);
} //end if
VectorCopy(dir, result.movedir);
//
if (ms->moveflags & MFL_SWIMMING) result.flags |= MOVERESULT_SWIMVIEW;
} //end else
return result;
} //end of the function BotTravel_FuncBobbing
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotFinishTravel_FuncBobbing(bot_movestate_t *ms, aas_reachability_t *reach)
{
vec3_t bob_origin, bob_start, bob_end, dir, hordir, bottomcenter;
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bot_moveresult_t_cleared( result );
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float dist, speed;
//
BotFuncBobStartEnd(reach, bob_start, bob_end, bob_origin);
//
VectorSubtract(bob_origin, bob_end, dir);
dist = VectorLength(dir);
//if the func_bobbing is near the end
if (dist < 16)
{
VectorSubtract(reach->end, ms->origin, hordir);
if (!(ms->moveflags & MFL_SWIMMING)) hordir[2] = 0;
dist = VectorNormalize(hordir);
//
if (dist > 60) dist = 60;
speed = 360 - (360 - 6 * dist);
//
if (speed > 5) EA_Move(ms->client, dir, speed);
VectorCopy(dir, result.movedir);
//
if (ms->moveflags & MFL_SWIMMING) result.flags |= MOVERESULT_SWIMVIEW;
} //end if
else
{
MoverBottomCenter(reach, bottomcenter);
VectorSubtract(bottomcenter, ms->origin, hordir);
if (!(ms->moveflags & MFL_SWIMMING)) hordir[2] = 0;
dist = VectorNormalize(hordir);
//
if (dist > 5)
{
//move to the center of the plat
if (dist > 100) dist = 100;
speed = 400 - (400 - 4 * dist);
//
EA_Move(ms->client, hordir, speed);
VectorCopy(hordir, result.movedir);
} //end if
} //end else
return result;
} //end of the function BotFinishTravel_FuncBobbing
//===========================================================================
// 0 no valid grapple hook visible
// 1 the grapple hook is still flying
// 2 the grapple hooked into a wall
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int GrappleState(bot_movestate_t *ms, aas_reachability_t *reach)
{
int i;
aas_entityinfo_t entinfo;
//if the grapple hook is pulling
if (ms->moveflags & MFL_GRAPPLEPULL)
return 2;
//check for a visible grapple missile entity
//or visible grapple entity
for (i = AAS_NextEntity(0); i; i = AAS_NextEntity(i))
{
if (AAS_EntityType(i) == (int) entitytypemissile->value)
{
AAS_EntityInfo(i, &entinfo);
if (entinfo.weapon == (int) weapindex_grapple->value)
{
return 1;
} //end if
} //end if
} //end for
//no valid grapple at all
return 0;
} //end of the function GrappleState
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void BotResetGrapple(bot_movestate_t *ms)
{
aas_reachability_t reach;
AAS_ReachabilityFromNum(ms->lastreachnum, &reach);
//if not using the grapple hook reachability anymore
if ((reach.traveltype & TRAVELTYPE_MASK) != TRAVEL_GRAPPLEHOOK)
{
if ((ms->moveflags & MFL_ACTIVEGRAPPLE) || ms->grapplevisible_time)
{
if (offhandgrapple->value)
EA_Command(ms->client, cmd_grappleoff->string);
ms->moveflags &= ~MFL_ACTIVEGRAPPLE;
ms->grapplevisible_time = 0;
#ifdef DEBUG_GRAPPLE
botimport.Print(PRT_MESSAGE, "reset grapple\n");
#endif //DEBUG_GRAPPLE
} //end if
} //end if
} //end of the function BotResetGrapple
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_Grapple(bot_movestate_t *ms, aas_reachability_t *reach)
{
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bot_moveresult_t_cleared( result );
2005-08-26 17:39:27 +00:00
float dist, speed;
vec3_t dir, viewdir, org;
int state, areanum;
bsp_trace_t trace;
#ifdef DEBUG_GRAPPLE
static int debugline;
if (!debugline) debugline = botimport.DebugLineCreate();
botimport.DebugLineShow(debugline, reach->start, reach->end, LINECOLOR_BLUE);
#endif //DEBUG_GRAPPLE
//
if (ms->moveflags & MFL_GRAPPLERESET)
{
if (offhandgrapple->value)
EA_Command(ms->client, cmd_grappleoff->string);
ms->moveflags &= ~MFL_ACTIVEGRAPPLE;
return result;
} //end if
//
if (!(int) offhandgrapple->value)
{
result.weapon = weapindex_grapple->value;
result.flags |= MOVERESULT_MOVEMENTWEAPON;
} //end if
//
if (ms->moveflags & MFL_ACTIVEGRAPPLE)
{
#ifdef DEBUG_GRAPPLE
botimport.Print(PRT_MESSAGE, "BotTravel_Grapple: active grapple\n");
#endif //DEBUG_GRAPPLE
//
state = GrappleState(ms, reach);
//
VectorSubtract(reach->end, ms->origin, dir);
dir[2] = 0;
dist = VectorLength(dir);
//if very close to the grapple end or the grappled is hooked and
//the bot doesn't get any closer
if (state && dist < 48)
{
if (ms->lastgrappledist - dist < 1)
{
#ifdef DEBUG_GRAPPLE
botimport.Print(PRT_ERROR, "grapple normal end\n");
#endif //DEBUG_GRAPPLE
if (offhandgrapple->value)
EA_Command(ms->client, cmd_grappleoff->string);
ms->moveflags &= ~MFL_ACTIVEGRAPPLE;
ms->moveflags |= MFL_GRAPPLERESET;
ms->reachability_time = 0; //end the reachability
return result;
} //end if
} //end if
//if no valid grapple at all, or the grapple hooked and the bot
//isn't moving anymore
else if (!state || (state == 2 && dist > ms->lastgrappledist - 2))
{
if (ms->grapplevisible_time < AAS_Time() - 0.4)
{
#ifdef DEBUG_GRAPPLE
botimport.Print(PRT_ERROR, "grapple not visible\n");
#endif //DEBUG_GRAPPLE
if (offhandgrapple->value)
EA_Command(ms->client, cmd_grappleoff->string);
ms->moveflags &= ~MFL_ACTIVEGRAPPLE;
ms->moveflags |= MFL_GRAPPLERESET;
ms->reachability_time = 0; //end the reachability
return result;
} //end if
} //end if
else
{
ms->grapplevisible_time = AAS_Time();
} //end else
//
if (!(int) offhandgrapple->value)
{
EA_Attack(ms->client);
} //end if
//remember the current grapple distance
ms->lastgrappledist = dist;
} //end if
else
{
#ifdef DEBUG_GRAPPLE
botimport.Print(PRT_MESSAGE, "BotTravel_Grapple: inactive grapple\n");
#endif //DEBUG_GRAPPLE
//
ms->grapplevisible_time = AAS_Time();
//
VectorSubtract(reach->start, ms->origin, dir);
if (!(ms->moveflags & MFL_SWIMMING)) dir[2] = 0;
VectorAdd(ms->origin, ms->viewoffset, org);
VectorSubtract(reach->end, org, viewdir);
//
dist = VectorNormalize(dir);
Vector2Angles(viewdir, result.ideal_viewangles);
result.flags |= MOVERESULT_MOVEMENTVIEW;
//
if (dist < 5 &&
fabs(AngleDiff(result.ideal_viewangles[0], ms->viewangles[0])) < 2 &&
fabs(AngleDiff(result.ideal_viewangles[1], ms->viewangles[1])) < 2)
{
#ifdef DEBUG_GRAPPLE
botimport.Print(PRT_MESSAGE, "BotTravel_Grapple: activating grapple\n");
#endif //DEBUG_GRAPPLE
//check if the grapple missile path is clear
VectorAdd(ms->origin, ms->viewoffset, org);
trace = AAS_Trace(org, NULL, NULL, reach->end, ms->entitynum, CONTENTS_SOLID);
VectorSubtract(reach->end, trace.endpos, dir);
if (VectorLength(dir) > 16)
{
result.failure = qtrue;
return result;
} //end if
//activate the grapple
if (offhandgrapple->value)
{
EA_Command(ms->client, cmd_grappleon->string);
} //end if
else
{
EA_Attack(ms->client);
} //end else
ms->moveflags |= MFL_ACTIVEGRAPPLE;
ms->lastgrappledist = 999999;
} //end if
else
{
if (dist < 70) speed = 300 - (300 - 4 * dist);
else speed = 400;
//
BotCheckBlocked(ms, dir, qtrue, &result);
//elemantary action move in direction
EA_Move(ms->client, dir, speed);
VectorCopy(dir, result.movedir);
} //end else
//if in another area before actually grappling
areanum = AAS_PointAreaNum(ms->origin);
if (areanum && areanum != ms->reachareanum) ms->reachability_time = 0;
} //end else
return result;
} //end of the function BotTravel_Grapple
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_RocketJump(bot_movestate_t *ms, aas_reachability_t *reach)
{
vec3_t hordir;
float dist, speed;
2005-09-03 04:10:22 +00:00
bot_moveresult_t_cleared( result );
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//botimport.Print(PRT_MESSAGE, "BotTravel_RocketJump: bah\n");
//
hordir[0] = reach->start[0] - ms->origin[0];
hordir[1] = reach->start[1] - ms->origin[1];
hordir[2] = 0;
//
dist = VectorNormalize(hordir);
//look in the movement direction
Vector2Angles(hordir, result.ideal_viewangles);
//look straight down
result.ideal_viewangles[PITCH] = 90;
//
if (dist < 5 &&
fabs(AngleDiff(result.ideal_viewangles[0], ms->viewangles[0])) < 5 &&
fabs(AngleDiff(result.ideal_viewangles[1], ms->viewangles[1])) < 5)
{
//botimport.Print(PRT_MESSAGE, "between jump start and run start point\n");
hordir[0] = reach->end[0] - ms->origin[0];
hordir[1] = reach->end[1] - ms->origin[1];
hordir[2] = 0;
VectorNormalize(hordir);
//elemantary action jump
EA_Jump(ms->client);
EA_Attack(ms->client);
EA_Move(ms->client, hordir, 800);
//
ms->jumpreach = ms->lastreachnum;
} //end if
else
{
if (dist > 80) dist = 80;
speed = 400 - (400 - 5 * dist);
EA_Move(ms->client, hordir, speed);
} //end else
//look in the movement direction
Vector2Angles(hordir, result.ideal_viewangles);
//look straight down
result.ideal_viewangles[PITCH] = 90;
//set the view angles directly
EA_View(ms->client, result.ideal_viewangles);
//view is important for the movment
result.flags |= MOVERESULT_MOVEMENTVIEWSET;
//select the rocket launcher
EA_SelectWeapon(ms->client, (int) weapindex_rocketlauncher->value);
//weapon is used for movement
result.weapon = (int) weapindex_rocketlauncher->value;
result.flags |= MOVERESULT_MOVEMENTWEAPON;
//
VectorCopy(hordir, result.movedir);
//
return result;
} //end of the function BotTravel_RocketJump
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_BFGJump(bot_movestate_t *ms, aas_reachability_t *reach)
{
vec3_t hordir;
float dist, speed;
2005-09-03 04:10:22 +00:00
bot_moveresult_t_cleared( result );
2005-08-26 17:39:27 +00:00
//botimport.Print(PRT_MESSAGE, "BotTravel_BFGJump: bah\n");
//
hordir[0] = reach->start[0] - ms->origin[0];
hordir[1] = reach->start[1] - ms->origin[1];
hordir[2] = 0;
//
dist = VectorNormalize(hordir);
//
if (dist < 5 &&
fabs(AngleDiff(result.ideal_viewangles[0], ms->viewangles[0])) < 5 &&
fabs(AngleDiff(result.ideal_viewangles[1], ms->viewangles[1])) < 5)
{
//botimport.Print(PRT_MESSAGE, "between jump start and run start point\n");
hordir[0] = reach->end[0] - ms->origin[0];
hordir[1] = reach->end[1] - ms->origin[1];
hordir[2] = 0;
VectorNormalize(hordir);
//elemantary action jump
EA_Jump(ms->client);
EA_Attack(ms->client);
EA_Move(ms->client, hordir, 800);
//
ms->jumpreach = ms->lastreachnum;
} //end if
else
{
if (dist > 80) dist = 80;
speed = 400 - (400 - 5 * dist);
EA_Move(ms->client, hordir, speed);
} //end else
//look in the movement direction
Vector2Angles(hordir, result.ideal_viewangles);
//look straight down
result.ideal_viewangles[PITCH] = 90;
//set the view angles directly
EA_View(ms->client, result.ideal_viewangles);
//view is important for the movment
result.flags |= MOVERESULT_MOVEMENTVIEWSET;
//select the rocket launcher
EA_SelectWeapon(ms->client, (int) weapindex_bfg10k->value);
//weapon is used for movement
result.weapon = (int) weapindex_bfg10k->value;
result.flags |= MOVERESULT_MOVEMENTWEAPON;
//
VectorCopy(hordir, result.movedir);
//
return result;
} //end of the function BotTravel_BFGJump
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotFinishTravel_WeaponJump(bot_movestate_t *ms, aas_reachability_t *reach)
{
vec3_t hordir;
float speed;
2005-09-03 04:10:22 +00:00
bot_moveresult_t_cleared( result );
2005-08-26 17:39:27 +00:00
//if not jumped yet
if (!ms->jumpreach) return result;
/*
//go straight to the reachability end
hordir[0] = reach->end[0] - ms->origin[0];
hordir[1] = reach->end[1] - ms->origin[1];
hordir[2] = 0;
VectorNormalize(hordir);
//always use max speed when traveling through the air
EA_Move(ms->client, hordir, 800);
VectorCopy(hordir, result.movedir);
*/
//
if (!BotAirControl(ms->origin, ms->velocity, reach->end, hordir, &speed))
{
//go straight to the reachability end
VectorSubtract(reach->end, ms->origin, hordir);
hordir[2] = 0;
VectorNormalize(hordir);
speed = 400;
} //end if
//
EA_Move(ms->client, hordir, speed);
VectorCopy(hordir, result.movedir);
//
return result;
} //end of the function BotFinishTravel_WeaponJump
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotTravel_JumpPad(bot_movestate_t *ms, aas_reachability_t *reach)
{
vec3_t hordir;
2005-09-03 04:10:22 +00:00
bot_moveresult_t_cleared( result );
2005-08-26 17:39:27 +00:00
//first walk straight to the reachability start
hordir[0] = reach->start[0] - ms->origin[0];
hordir[1] = reach->start[1] - ms->origin[1];
hordir[2] = 0;
//
BotCheckBlocked(ms, hordir, qtrue, &result);
//elemantary action move in direction
EA_Move(ms->client, hordir, 400);
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VectorCopy(hordir, result.movedir);
//
return result;
} //end of the function BotTravel_JumpPad
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotFinishTravel_JumpPad(bot_movestate_t *ms, aas_reachability_t *reach)
{
float speed;
vec3_t hordir;
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bot_moveresult_t_cleared( result );
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if (!BotAirControl(ms->origin, ms->velocity, reach->end, hordir, &speed))
{
hordir[0] = reach->end[0] - ms->origin[0];
hordir[1] = reach->end[1] - ms->origin[1];
hordir[2] = 0;
VectorNormalize(hordir);
speed = 400;
} //end if
BotCheckBlocked(ms, hordir, qtrue, &result);
//elemantary action move in direction
EA_Move(ms->client, hordir, speed);
VectorCopy(hordir, result.movedir);
//
return result;
} //end of the function BotFinishTravel_JumpPad
//===========================================================================
// time before the reachability times out
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotReachabilityTime(aas_reachability_t *reach)
{
switch(reach->traveltype & TRAVELTYPE_MASK)
{
case TRAVEL_WALK: return 5;
case TRAVEL_CROUCH: return 5;
case TRAVEL_BARRIERJUMP: return 5;
case TRAVEL_LADDER: return 6;
case TRAVEL_WALKOFFLEDGE: return 5;
case TRAVEL_JUMP: return 5;
case TRAVEL_SWIM: return 5;
case TRAVEL_WATERJUMP: return 5;
case TRAVEL_TELEPORT: return 5;
case TRAVEL_ELEVATOR: return 10;
case TRAVEL_GRAPPLEHOOK: return 8;
case TRAVEL_ROCKETJUMP: return 6;
case TRAVEL_BFGJUMP: return 6;
case TRAVEL_JUMPPAD: return 10;
case TRAVEL_FUNCBOB: return 10;
default:
{
botimport.Print(PRT_ERROR, "travel type %d not implemented yet\n", reach->traveltype);
return 8;
} //end case
} //end switch
} //end of the function BotReachabilityTime
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
bot_moveresult_t BotMoveInGoalArea(bot_movestate_t *ms, bot_goal_t *goal)
{
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bot_moveresult_t_cleared( result );
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vec3_t dir;
float dist, speed;
#ifdef DEBUG
//botimport.Print(PRT_MESSAGE, "%s: moving straight to goal\n", ClientName(ms->entitynum-1));
//AAS_ClearShownDebugLines();
//AAS_DebugLine(ms->origin, goal->origin, LINECOLOR_RED);
#endif //DEBUG
//walk straight to the goal origin
dir[0] = goal->origin[0] - ms->origin[0];
dir[1] = goal->origin[1] - ms->origin[1];
if (ms->moveflags & MFL_SWIMMING)
{
dir[2] = goal->origin[2] - ms->origin[2];
result.traveltype = TRAVEL_SWIM;
} //end if
else
{
dir[2] = 0;
result.traveltype = TRAVEL_WALK;
} //endif
//
dist = VectorNormalize(dir);
if (dist > 100) dist = 100;
speed = 400 - (400 - 4 * dist);
if (speed < 10) speed = 0;
//
BotCheckBlocked(ms, dir, qtrue, &result);
//elemantary action move in direction
EA_Move(ms->client, dir, speed);
VectorCopy(dir, result.movedir);
//
if (ms->moveflags & MFL_SWIMMING)
{
Vector2Angles(dir, result.ideal_viewangles);
result.flags |= MOVERESULT_SWIMVIEW;
} //end if
//if (!debugline) debugline = botimport.DebugLineCreate();
//botimport.DebugLineShow(debugline, ms->origin, goal->origin, LINECOLOR_BLUE);
//
ms->lastreachnum = 0;
ms->lastareanum = 0;
ms->lastgoalareanum = goal->areanum;
VectorCopy(ms->origin, ms->lastorigin);
//
return result;
} //end of the function BotMoveInGoalArea
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void BotMoveToGoal(bot_moveresult_t *result, int movestate, bot_goal_t *goal, int travelflags)
{
int reachnum, lastreachnum, foundjumppad, ent, resultflags;
aas_reachability_t reach, lastreach;
bot_movestate_t *ms;
//vec3_t mins, maxs, up = {0, 0, 1};
//bsp_trace_t trace;
//static int debugline;
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result->failure = qfalse;
result->type = 0;
result->blocked = qfalse;
result->blockentity = 0;
result->traveltype = 0;
result->flags = 0;
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//
ms = BotMoveStateFromHandle(movestate);
if (!ms) return;
//reset the grapple before testing if the bot has a valid goal
//because the bot could lose all its goals when stuck to a wall
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BotResetGrapple(ms);
//
if (!goal)
{
#ifdef DEBUG
botimport.Print(PRT_MESSAGE, "client %d: movetogoal -> no goal\n", ms->client);
#endif //DEBUG
result->failure = qtrue;
return;
} //end if
//botimport.Print(PRT_MESSAGE, "numavoidreach = %d\n", ms->numavoidreach);
//remove some of the move flags
ms->moveflags &= ~(MFL_SWIMMING|MFL_AGAINSTLADDER);
//set some of the move flags
//NOTE: the MFL_ONGROUND flag is also set in the higher AI
if (AAS_OnGround(ms->origin, ms->presencetype, ms->entitynum)) ms->moveflags |= MFL_ONGROUND;
//
if (ms->moveflags & MFL_ONGROUND)
{
int modeltype, modelnum;
ent = BotOnTopOfEntity(ms);
if (ent != -1)
{
modelnum = AAS_EntityModelindex(ent);
if (modelnum >= 0 && modelnum < MAX_MODELS)
{
modeltype = modeltypes[modelnum];
if (modeltype == MODELTYPE_FUNC_PLAT)
{
AAS_ReachabilityFromNum(ms->lastreachnum, &reach);
//if the bot is Not using the elevator
if ((reach.traveltype & TRAVELTYPE_MASK) != TRAVEL_ELEVATOR ||
//NOTE: the face number is the plat model number
(reach.facenum & 0x0000FFFF) != modelnum)
{
reachnum = AAS_NextModelReachability(0, modelnum);
if (reachnum)
{
//botimport.Print(PRT_MESSAGE, "client %d: accidentally ended up on func_plat\n", ms->client);
AAS_ReachabilityFromNum(reachnum, &reach);
ms->lastreachnum = reachnum;
ms->reachability_time = AAS_Time() + BotReachabilityTime(&reach);
} //end if
else
{
if (botDeveloper)
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{
botimport.Print(PRT_MESSAGE, "client %d: on func_plat without reachability\n", ms->client);
} //end if
result->blocked = qtrue;
result->blockentity = ent;
result->flags |= MOVERESULT_ONTOPOFOBSTACLE;
return;
} //end else
} //end if
result->flags |= MOVERESULT_ONTOPOF_ELEVATOR;
} //end if
else if (modeltype == MODELTYPE_FUNC_BOB)
{
AAS_ReachabilityFromNum(ms->lastreachnum, &reach);
//if the bot is Not using the func bobbing
if ((reach.traveltype & TRAVELTYPE_MASK) != TRAVEL_FUNCBOB ||
//NOTE: the face number is the func_bobbing model number
(reach.facenum & 0x0000FFFF) != modelnum)
{
reachnum = AAS_NextModelReachability(0, modelnum);
if (reachnum)
{
//botimport.Print(PRT_MESSAGE, "client %d: accidentally ended up on func_bobbing\n", ms->client);
AAS_ReachabilityFromNum(reachnum, &reach);
ms->lastreachnum = reachnum;
ms->reachability_time = AAS_Time() + BotReachabilityTime(&reach);
} //end if
else
{
if (botDeveloper)
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{
botimport.Print(PRT_MESSAGE, "client %d: on func_bobbing without reachability\n", ms->client);
} //end if
result->blocked = qtrue;
result->blockentity = ent;
result->flags |= MOVERESULT_ONTOPOFOBSTACLE;
return;
} //end else
} //end if
result->flags |= MOVERESULT_ONTOPOF_FUNCBOB;
} //end if
else if (modeltype == MODELTYPE_FUNC_STATIC || modeltype == MODELTYPE_FUNC_DOOR)
{
// check if ontop of a door bridge ?
ms->areanum = BotFuzzyPointReachabilityArea(ms->origin);
// if not in a reachability area
if (!AAS_AreaReachability(ms->areanum))
{
result->blocked = qtrue;
result->blockentity = ent;
result->flags |= MOVERESULT_ONTOPOFOBSTACLE;
return;
} //end if
} //end else if
else
{
result->blocked = qtrue;
result->blockentity = ent;
result->flags |= MOVERESULT_ONTOPOFOBSTACLE;
return;
} //end else
} //end if
} //end if
} //end if
//if swimming
if (AAS_Swimming(ms->origin)) ms->moveflags |= MFL_SWIMMING;
//if against a ladder
if (AAS_AgainstLadder(ms->origin)) ms->moveflags |= MFL_AGAINSTLADDER;
//if the bot is on the ground, swimming or against a ladder
if (ms->moveflags & (MFL_ONGROUND|MFL_SWIMMING|MFL_AGAINSTLADDER))
{
//botimport.Print(PRT_MESSAGE, "%s: onground, swimming or against ladder\n", ClientName(ms->entitynum-1));
//
AAS_ReachabilityFromNum(ms->lastreachnum, &lastreach);
//reachability area the bot is in
//ms->areanum = BotReachabilityArea(ms->origin, ((lastreach.traveltype & TRAVELTYPE_MASK) != TRAVEL_ELEVATOR));
ms->areanum = BotFuzzyPointReachabilityArea(ms->origin);
//
if ( !ms->areanum )
{
result->failure = qtrue;
result->blocked = qtrue;
result->blockentity = 0;
result->type = RESULTTYPE_INSOLIDAREA;
return;
} //end if
//if the bot is in the goal area
if (ms->areanum == goal->areanum)
{
*result = BotMoveInGoalArea(ms, goal);
return;
} //end if
//assume we can use the reachability from the last frame
reachnum = ms->lastreachnum;
//if there is a last reachability
if (reachnum)
{
AAS_ReachabilityFromNum(reachnum, &reach);
//check if the reachability is still valid
if (!(AAS_TravelFlagForType(reach.traveltype) & travelflags))
{
reachnum = 0;
} //end if
//special grapple hook case
else if ((reach.traveltype & TRAVELTYPE_MASK) == TRAVEL_GRAPPLEHOOK)
{
if (ms->reachability_time < AAS_Time() ||
(ms->moveflags & MFL_GRAPPLERESET))
{
reachnum = 0;
} //end if
} //end if
//special elevator case
else if ((reach.traveltype & TRAVELTYPE_MASK) == TRAVEL_ELEVATOR ||
(reach.traveltype & TRAVELTYPE_MASK) == TRAVEL_FUNCBOB)
{
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144) ################################################################################ This Patch fixes: ################################################################################ - The "fraglimit warning" was not played at all, if on the blue team. - The "where" console command was broken. - Obelisk explosion wasn't drawn if no Rocketlauncher was loaded. - Impact marks sometimes didn't draw at all. - IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet. - If two doors are close to each other a spectator couldn't fly through them. - More robust, efficient and logical respawning routine. NOTE: The game.qvm will get notable smaller and will use LESS MEMORY! - Drowning sounds are fixed. Now they are played as intended. (as the id comment in the source code shows). - Some AI bugs (OVERFLOW!) in the bot movement code. - Several "Team Arena" Overload and Harvester bugs. - Stops bots from attacking a team mate (player) who only changed teams. - Some voice chats and CTF commands fixed. - "Team_ReturnFlag" was called twice, which did wired things sometimes. NOTE: (G_RunItem checks CONTENTS_NODROP already!) - A bugfix for Gauntlet animation. - Incorrect CTF scoring. - A bunch of corrected comments and print lines ("\n"). - Some regularity of expression and some small trivial bugs. ################################################################################ Details: ################################################################################ ******************************************************************************** BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining the blue team! -------------------------------------------------------------------------------- Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore should be cgs.scores2. ******************************************************************************** BUG: the "where" console command doesn't work as expected (it's always 0 0 0) but not in id Quake 3 Arena. It seems that now Ioquake3 is affected! -------------------------------------------------------------------------------- Solution: In Function "Cmd_Where_f" ent->s.origin should be ent->r.currentOrigin. ******************************************************************************** BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no Rocketlauncher loaded. (The "maps without Rocketlauncher" bug) -------------------------------------------------------------------------------- Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered if gamemode is GT_OBELISK. ******************************************************************************** BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you don't play (io)Quake3 every day and know the places where it happens! ;) But anyway... Test: start q3dm12 go to "Long Jump Canyon" (where the small platform teleporter for the BFG is) place yourself at the point where the railgun spawns, look in the direction where the red suspended armor is. Now shoot at the sloped wall on the out/leftside of the door you see. (the sloped wall should be nearly in the center of your screen now). If you choose the correct brush face and shoot up and down at this brush face, the impact marks sometimes aren't visible. There are hundreds of custom maps where this can happen! -------------------------------------------------------------------------------- Solution: I replaced the function "SnapVectorTowards" with the one from "Wolfenstein - Enemy Territory (GPL Source Code)" ******************************************************************************** BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun. Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not restricted to that. All weapons except those two were handled correct. -------------------------------------------------------------------------------- Solution: Make Gauntlet and Lightning gun not firing for someone who cheats with "NOCLIP" (like all other weapons). ******************************************************************************** NOTE: A few bugfixes are not mine and are reported here: http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179. Thanks to Quake3world, for all those years and the good guys there! ******************************************************************************** BUG: During making a mod I found a very strange bug, which mainly occurs if someone tries to implement a lot of singleplayer monsters which should walk slowly (like the "Crash" bot). So if someone wants to make slow down bots or monsters when they are walking towards a goal and alter the function "BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and this is the default (also buggy) behavior they start running although they shouldn't (as seen with the "Crash" bot and will not be fixed here). -------------------------------------------------------------------------------- Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J. Hoffman. ******************************************************************************** BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense. -------------------------------------------------------------------------------- Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)) should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)). ******************************************************************************** BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong: "(bs->enemy != redobelisk.entitynum || bs->enemy != blueobelisk.entitynum)" -------------------------------------------------------------------------------- Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is correct. ******************************************************************************** BUG: in gamemode GT_OBELISK there are too many node switches for bots (test: mpq3tourney6 with many bots). If that happens, game becomes unplayable. I don't know if this is the best solution but here it is: -------------------------------------------------------------------------------- Solution: In function "AINode_Battle_Fight" right after: if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) { I added this: #ifdef MISSIONPACK if (bs->enemy == redobelisk.entitynum || bs->enemy == blueobelisk.entitynum) { AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight"); return qfalse; } #endif ******************************************************************************** BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop shooting at you, although you are on their team now. It seems that the configstrings are f***** up or not reliable in this case! -------------------------------------------------------------------------------- Solution: In function "BotTeam" and "BotSameTeam" get the real team values. ******************************************************************************** BUG: Some of the bots voice commands are wrong. They are commanded to attack the enemy base but they say "Okay, I will defend!" -------------------------------------------------------------------------------- Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and "Bot1FCTFOrders_EnemyDroppedFlag" ******************************************************************************** BUG: Spectators couldn't fly through doors if they are very close to each other. You can test it with some regular id maps (q3dm14, q3dm12) but there are also many custom maps where this can happen! This is annoying because in the worst case you can't move at all and are caught inside a door. -------------------------------------------------------------------------------- Solution: There is a solution in a mod called "Hunt" by J. Hoffman. Bugfix is included in this patch! ******************************************************************************** BUG: During making a mod I found it very hard to implement some of my ideas (something like "Limbo" or "Meeting") because of the way the player spawn effect, intermission and spawning on victory pads is handled. I reworked it a bit and simplified it so that the effect is handled when a client respawns (as the name says) and not when a client begins. I think this will help more mod makers everytime they want to make changes to spawning of players, bots on victory pads or monsters... and want to avoid spectators with Machineguns which can kill and score... :() NOTE: I also renamed the poorly named function "respawn" to "ClientRespawn". If someone searches the code base for "respawn" it was really hard to find the correct place for what was meant. "respawn" is used so often, that you really get headache ... now with "ClientRespawn" it's easier! IMPORTANT: The whole respawning, moving to intermission point and everything related to that is now done in a more reliable way without changing the default behavior. (How critical the whole spwaning mess was did you see by yourself (ioquake3 rev. 2076). With this patch it's safer. Trust me, I spent hours of fixing silly problems... -------------------------------------------------------------------------------- Solution: Simplified "ClientBegin" and moved the teleport event to "ClientSpawn". ******************************************************************************** BUG: If a player is dying or hurted under water the hurt/dying sounds AND the drowning sounds are played together. This is silly. Moreover it's no good idea to let the server play client sounds! There was a solution in a mod called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem. -------------------------------------------------------------------------------- Solution: Created a "CG_WaterLevel" function to play the appropriate sounds. ******************************************************************************** ################################################################################
2011-08-01 11:39:33 +00:00
if ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
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(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
{
ms->reachability_time = AAS_Time() + 5;
} //end if
//if the bot was going for an elevator and reached the reachability area
if (ms->areanum == reach.areanum ||
ms->reachability_time < AAS_Time())
{
reachnum = 0;
} //end if
} //end if
else
{
#ifdef DEBUG
if (botDeveloper)
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{
if (ms->reachability_time < AAS_Time())
{
botimport.Print(PRT_MESSAGE, "client %d: reachability timeout in ", ms->client);
AAS_PrintTravelType(reach.traveltype & TRAVELTYPE_MASK);
botimport.Print(PRT_MESSAGE, "\n");
} //end if
/*
if (ms->lastareanum != ms->areanum)
{
botimport.Print(PRT_MESSAGE, "changed from area %d to %d\n", ms->lastareanum, ms->areanum);
} //end if*/
} //end if
#endif //DEBUG
//if the goal area changed or the reachability timed out
//or the area changed
if (ms->lastgoalareanum != goal->areanum ||
ms->reachability_time < AAS_Time() ||
ms->lastareanum != ms->areanum)
{
reachnum = 0;
//botimport.Print(PRT_MESSAGE, "area change or timeout\n");
} //end else if
} //end else
} //end if
resultflags = 0;
//if the bot needs a new reachability
if (!reachnum)
{
//if the area has no reachability links
if (!AAS_AreaReachability(ms->areanum))
{
#ifdef DEBUG
if (botDeveloper)
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{
botimport.Print(PRT_MESSAGE, "area %d no reachability\n", ms->areanum);
} //end if
#endif //DEBUG
} //end if
//get a new reachability leading towards the goal
reachnum = BotGetReachabilityToGoal(ms->origin, ms->areanum,
ms->lastgoalareanum, ms->lastareanum,
ms->avoidreach, ms->avoidreachtimes, ms->avoidreachtries,
goal, travelflags,
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ms->avoidspots, ms->numavoidspots, &resultflags);
//the area number the reachability starts in
ms->reachareanum = ms->areanum;
//reset some state variables
ms->jumpreach = 0; //for TRAVEL_JUMP
ms->moveflags &= ~MFL_GRAPPLERESET; //for TRAVEL_GRAPPLEHOOK
//if there is a reachability to the goal
if (reachnum)
{
AAS_ReachabilityFromNum(reachnum, &reach);
//set a timeout for this reachability
ms->reachability_time = AAS_Time() + BotReachabilityTime(&reach);
//
#ifdef AVOIDREACH
//add the reachability to the reachabilities to avoid for a while
BotAddToAvoidReach(ms, reachnum, AVOIDREACH_TIME);
#endif //AVOIDREACH
} //end if
#ifdef DEBUG
else if (botDeveloper)
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{
botimport.Print(PRT_MESSAGE, "goal not reachable\n");
Com_Memset(&reach, 0, sizeof(aas_reachability_t)); //make compiler happy
} //end else
if (botDeveloper)
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{
//if still going for the same goal
if (ms->lastgoalareanum == goal->areanum)
{
if (ms->lastareanum == reach.areanum)
{
botimport.Print(PRT_MESSAGE, "same goal, going back to previous area\n");
} //end if
} //end if
} //end if
#endif //DEBUG
} //end else
//
ms->lastreachnum = reachnum;
ms->lastgoalareanum = goal->areanum;
ms->lastareanum = ms->areanum;
//if the bot has a reachability
if (reachnum)
{
//get the reachability from the number
AAS_ReachabilityFromNum(reachnum, &reach);
result->traveltype = reach.traveltype;
//
#ifdef DEBUG_AI_MOVE
AAS_ClearShownDebugLines();
AAS_PrintTravelType(reach.traveltype & TRAVELTYPE_MASK);
AAS_ShowReachability(&reach);
#endif //DEBUG_AI_MOVE
//
#ifdef DEBUG
//botimport.Print(PRT_MESSAGE, "client %d: ", ms->client);
//AAS_PrintTravelType(reach.traveltype);
//botimport.Print(PRT_MESSAGE, "\n");
#endif //DEBUG
switch(reach.traveltype & TRAVELTYPE_MASK)
{
case TRAVEL_WALK: *result = BotTravel_Walk(ms, &reach); break;
case TRAVEL_CROUCH: *result = BotTravel_Crouch(ms, &reach); break;
case TRAVEL_BARRIERJUMP: *result = BotTravel_BarrierJump(ms, &reach); break;
case TRAVEL_LADDER: *result = BotTravel_Ladder(ms, &reach); break;
case TRAVEL_WALKOFFLEDGE: *result = BotTravel_WalkOffLedge(ms, &reach); break;
case TRAVEL_JUMP: *result = BotTravel_Jump(ms, &reach); break;
case TRAVEL_SWIM: *result = BotTravel_Swim(ms, &reach); break;
case TRAVEL_WATERJUMP: *result = BotTravel_WaterJump(ms, &reach); break;
case TRAVEL_TELEPORT: *result = BotTravel_Teleport(ms, &reach); break;
case TRAVEL_ELEVATOR: *result = BotTravel_Elevator(ms, &reach); break;
case TRAVEL_GRAPPLEHOOK: *result = BotTravel_Grapple(ms, &reach); break;
case TRAVEL_ROCKETJUMP: *result = BotTravel_RocketJump(ms, &reach); break;
case TRAVEL_BFGJUMP: *result = BotTravel_BFGJump(ms, &reach); break;
case TRAVEL_JUMPPAD: *result = BotTravel_JumpPad(ms, &reach); break;
case TRAVEL_FUNCBOB: *result = BotTravel_FuncBobbing(ms, &reach); break;
default:
{
botimport.Print(PRT_FATAL, "travel type %d not implemented yet\n", (reach.traveltype & TRAVELTYPE_MASK));
break;
} //end case
} //end switch
result->traveltype = reach.traveltype;
result->flags |= resultflags;
} //end if
else
{
result->failure = qtrue;
result->flags |= resultflags;
Com_Memset(&reach, 0, sizeof(aas_reachability_t));
} //end else
#ifdef DEBUG
if (botDeveloper)
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{
if (result->failure)
{
botimport.Print(PRT_MESSAGE, "client %d: movement failure in ", ms->client);
AAS_PrintTravelType(reach.traveltype & TRAVELTYPE_MASK);
botimport.Print(PRT_MESSAGE, "\n");
} //end if
} //end if
#endif //DEBUG
} //end if
else
{
int i, numareas, areas[16];
vec3_t end;
//special handling of jump pads when the bot uses a jump pad without knowing it
foundjumppad = qfalse;
VectorMA(ms->origin, -2 * ms->thinktime, ms->velocity, end);
numareas = AAS_TraceAreas(ms->origin, end, areas, NULL, 16);
for (i = numareas-1; i >= 0; i--)
{
if (AAS_AreaJumpPad(areas[i]))
{
//botimport.Print(PRT_MESSAGE, "client %d used a jumppad without knowing, area %d\n", ms->client, areas[i]);
foundjumppad = qtrue;
lastreachnum = BotGetReachabilityToGoal(end, areas[i],
ms->lastgoalareanum, ms->lastareanum,
ms->avoidreach, ms->avoidreachtimes, ms->avoidreachtries,
goal, TFL_JUMPPAD, ms->avoidspots, ms->numavoidspots, NULL);
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if (lastreachnum)
{
ms->lastreachnum = lastreachnum;
ms->lastareanum = areas[i];
//botimport.Print(PRT_MESSAGE, "found jumppad reachability\n");
break;
} //end if
else
{
for (lastreachnum = AAS_NextAreaReachability(areas[i], 0); lastreachnum;
lastreachnum = AAS_NextAreaReachability(areas[i], lastreachnum))
{
//get the reachability from the number
AAS_ReachabilityFromNum(lastreachnum, &reach);
if ((reach.traveltype & TRAVELTYPE_MASK) == TRAVEL_JUMPPAD)
{
ms->lastreachnum = lastreachnum;
ms->lastareanum = areas[i];
//botimport.Print(PRT_MESSAGE, "found jumppad reachability hard!!\n");
} //end if
} //end for
if (lastreachnum) break;
} //end else
} //end if
} //end for
if (botDeveloper)
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{
//if a jumppad is found with the trace but no reachability is found
if (foundjumppad && !ms->lastreachnum)
{
botimport.Print(PRT_MESSAGE, "client %d didn't find jumppad reachability\n", ms->client);
} //end if
} //end if
//
if (ms->lastreachnum)
{
//botimport.Print(PRT_MESSAGE, "%s: NOT onground, swimming or against ladder\n", ClientName(ms->entitynum-1));
AAS_ReachabilityFromNum(ms->lastreachnum, &reach);
result->traveltype = reach.traveltype;
#ifdef DEBUG
//botimport.Print(PRT_MESSAGE, "client %d finish: ", ms->client);
//AAS_PrintTravelType(reach.traveltype & TRAVELTYPE_MASK);
//botimport.Print(PRT_MESSAGE, "\n");
#endif //DEBUG
//
switch(reach.traveltype & TRAVELTYPE_MASK)
{
case TRAVEL_WALK: *result = BotTravel_Walk(ms, &reach); break;//BotFinishTravel_Walk(ms, &reach); break;
case TRAVEL_CROUCH: /*do nothing*/ break;
case TRAVEL_BARRIERJUMP: *result = BotFinishTravel_BarrierJump(ms, &reach); break;
case TRAVEL_LADDER: *result = BotTravel_Ladder(ms, &reach); break;
case TRAVEL_WALKOFFLEDGE: *result = BotFinishTravel_WalkOffLedge(ms, &reach); break;
case TRAVEL_JUMP: *result = BotFinishTravel_Jump(ms, &reach); break;
case TRAVEL_SWIM: *result = BotTravel_Swim(ms, &reach); break;
case TRAVEL_WATERJUMP: *result = BotFinishTravel_WaterJump(ms, &reach); break;
case TRAVEL_TELEPORT: /*do nothing*/ break;
case TRAVEL_ELEVATOR: *result = BotFinishTravel_Elevator(ms, &reach); break;
case TRAVEL_GRAPPLEHOOK: *result = BotTravel_Grapple(ms, &reach); break;
case TRAVEL_ROCKETJUMP:
case TRAVEL_BFGJUMP: *result = BotFinishTravel_WeaponJump(ms, &reach); break;
case TRAVEL_JUMPPAD: *result = BotFinishTravel_JumpPad(ms, &reach); break;
case TRAVEL_FUNCBOB: *result = BotFinishTravel_FuncBobbing(ms, &reach); break;
default:
{
botimport.Print(PRT_FATAL, "(last) travel type %d not implemented yet\n", (reach.traveltype & TRAVELTYPE_MASK));
break;
} //end case
} //end switch
result->traveltype = reach.traveltype;
#ifdef DEBUG
if (botDeveloper)
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{
if (result->failure)
{
botimport.Print(PRT_MESSAGE, "client %d: movement failure in finish ", ms->client);
AAS_PrintTravelType(reach.traveltype & TRAVELTYPE_MASK);
botimport.Print(PRT_MESSAGE, "\n");
} //end if
} //end if
#endif //DEBUG
} //end if
} //end else
//FIXME: is it right to do this here?
if (result->blocked) ms->reachability_time -= 10 * ms->thinktime;
//copy the last origin
VectorCopy(ms->origin, ms->lastorigin);
//return the movement result
return;
} //end of the function BotMoveToGoal
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void BotResetAvoidReach(int movestate)
{
bot_movestate_t *ms;
ms = BotMoveStateFromHandle(movestate);
if (!ms) return;
Com_Memset(ms->avoidreach, 0, MAX_AVOIDREACH * sizeof(int));
Com_Memset(ms->avoidreachtimes, 0, MAX_AVOIDREACH * sizeof(float));
Com_Memset(ms->avoidreachtries, 0, MAX_AVOIDREACH * sizeof(int));
} //end of the function BotResetAvoidReach
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void BotResetLastAvoidReach(int movestate)
{
int i, latest;
float latesttime;
bot_movestate_t *ms;
ms = BotMoveStateFromHandle(movestate);
if (!ms) return;
latesttime = 0;
latest = 0;
for (i = 0; i < MAX_AVOIDREACH; i++)
{
if (ms->avoidreachtimes[i] > latesttime)
{
latesttime = ms->avoidreachtimes[i];
latest = i;
} //end if
} //end for
if (latesttime)
{
ms->avoidreachtimes[latest] = 0;
if (ms->avoidreachtries[latest] > 0) ms->avoidreachtries[latest]--;
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} //end if
} //end of the function BotResetLastAvoidReach
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void BotResetMoveState(int movestate)
{
bot_movestate_t *ms;
ms = BotMoveStateFromHandle(movestate);
if (!ms) return;
Com_Memset(ms, 0, sizeof(bot_movestate_t));
} //end of the function BotResetMoveState
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int BotSetupMoveAI(void)
{
BotSetBrushModelTypes();
sv_maxstep = LibVar("sv_step", "18");
sv_maxbarrier = LibVar("sv_maxbarrier", "32");
sv_gravity = LibVar("sv_gravity", "800");
weapindex_rocketlauncher = LibVar("weapindex_rocketlauncher", "5");
weapindex_bfg10k = LibVar("weapindex_bfg10k", "9");
weapindex_grapple = LibVar("weapindex_grapple", "10");
entitytypemissile = LibVar("entitytypemissile", "3");
offhandgrapple = LibVar("offhandgrapple", "0");
cmd_grappleon = LibVar("cmd_grappleon", "grappleon");
cmd_grappleoff = LibVar("cmd_grappleoff", "grappleoff");
return BLERR_NOERROR;
} //end of the function BotSetupMoveAI
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void BotShutdownMoveAI(void)
{
int i;
for (i = 1; i <= MAX_CLIENTS; i++)
{
if (botmovestates[i])
{
FreeMemory(botmovestates[i]);
botmovestates[i] = NULL;
} //end if
} //end for
} //end of the function BotShutdownMoveAI