diff --git a/code/botlib/be_ai_move.c b/code/botlib/be_ai_move.c index 7ff6a21b..1f3b8eeb 100644 --- a/code/botlib/be_ai_move.c +++ b/code/botlib/be_ai_move.c @@ -1327,12 +1327,28 @@ void BotCheckBlocked(bot_movestate_t *ms, vec3_t dir, int checkbottom, bot_mover // Returns: - // Changes Globals: - //=========================================================================== +void BotClearMoveResult(bot_moveresult_t *moveresult) +{ + moveresult->failure = qfalse; + moveresult->type = 0; + moveresult->blocked = qfalse; + moveresult->blockentity = 0; + moveresult->traveltype = 0; + moveresult->flags = 0; +} //end of the function BotClearMoveResult +//=========================================================================== +// +// Parameter: - +// Returns: - +// Changes Globals: - +//=========================================================================== bot_moveresult_t BotTravel_Walk(bot_movestate_t *ms, aas_reachability_t *reach) { float dist, speed; vec3_t hordir; - bot_moveresult_t_cleared( result ); + bot_moveresult_t result; + BotClearMoveResult(&result); //first walk straight to the reachability start hordir[0] = reach->start[0] - ms->origin[0]; hordir[1] = reach->start[1] - ms->origin[1]; @@ -1385,7 +1401,9 @@ bot_moveresult_t BotFinishTravel_Walk(bot_movestate_t *ms, aas_reachability_t *r { vec3_t hordir; float dist, speed; - bot_moveresult_t_cleared( result ); + bot_moveresult_t result; + + BotClearMoveResult(&result); //if not on the ground and changed areas... don't walk back!! //(doesn't seem to help) /* @@ -1421,8 +1439,9 @@ bot_moveresult_t BotTravel_Crouch(bot_movestate_t *ms, aas_reachability_t *reach { float speed; vec3_t hordir; - bot_moveresult_t_cleared( result ); + bot_moveresult_t result; + BotClearMoveResult(&result); // speed = 400; //walk straight to reachability end @@ -1450,8 +1469,9 @@ bot_moveresult_t BotTravel_BarrierJump(bot_movestate_t *ms, aas_reachability_t * { float dist, speed; vec3_t hordir; - bot_moveresult_t_cleared( result ); + bot_moveresult_t result; + BotClearMoveResult(&result); //walk straight to reachability start hordir[0] = reach->start[0] - ms->origin[0]; hordir[1] = reach->start[1] - ms->origin[1]; @@ -1484,8 +1504,9 @@ bot_moveresult_t BotFinishTravel_BarrierJump(bot_movestate_t *ms, aas_reachabili { float dist; vec3_t hordir; - bot_moveresult_t_cleared( result ); + bot_moveresult_t result; + BotClearMoveResult(&result); //if near the top or going down if (ms->velocity[2] < 250) { @@ -1511,8 +1532,9 @@ bot_moveresult_t BotFinishTravel_BarrierJump(bot_movestate_t *ms, aas_reachabili bot_moveresult_t BotTravel_Swim(bot_movestate_t *ms, aas_reachability_t *reach) { vec3_t dir; - bot_moveresult_t_cleared( result ); + bot_moveresult_t result; + BotClearMoveResult(&result); //swim straight to reachability end VectorSubtract(reach->start, ms->origin, dir); VectorNormalize(dir); @@ -1537,8 +1559,9 @@ bot_moveresult_t BotTravel_WaterJump(bot_movestate_t *ms, aas_reachability_t *re { vec3_t dir, hordir; float dist; - bot_moveresult_t_cleared( result ); + bot_moveresult_t result; + BotClearMoveResult(&result); //swim straight to reachability end VectorSubtract(reach->end, ms->origin, dir); VectorCopy(dir, hordir); @@ -1570,9 +1593,10 @@ bot_moveresult_t BotFinishTravel_WaterJump(bot_movestate_t *ms, aas_reachability { vec3_t dir, pnt; float dist; - bot_moveresult_t_cleared( result ); + bot_moveresult_t result; //botimport.Print(PRT_MESSAGE, "BotFinishTravel_WaterJump\n"); + BotClearMoveResult(&result); //if waterjumping there's nothing to do if (ms->moveflags & MFL_WATERJUMP) return result; //if not touching any water anymore don't do anything @@ -1606,8 +1630,9 @@ bot_moveresult_t BotTravel_WalkOffLedge(bot_movestate_t *ms, aas_reachability_t { vec3_t hordir, dir; float dist, speed, reachhordist; - bot_moveresult_t_cleared( result ); + bot_moveresult_t result; + BotClearMoveResult(&result); //check if the bot is blocked by anything VectorSubtract(reach->start, ms->origin, dir); VectorNormalize(dir); @@ -1705,8 +1730,9 @@ bot_moveresult_t BotFinishTravel_WalkOffLedge(bot_movestate_t *ms, aas_reachabil { vec3_t dir, hordir, end, v; float dist, speed; - bot_moveresult_t( result ); + bot_moveresult_t result; + BotClearMoveResult(&result); // VectorSubtract(reach->end, ms->origin, dir); BotCheckBlocked(ms, dir, qtrue, &result); @@ -1743,8 +1769,9 @@ bot_moveresult_t BotTravel_Jump(bot_movestate_t *ms, aas_reachability_t *reach) { vec3_t hordir; float dist, gapdist, speed, horspeed, sv_jumpvel; - bot_moveresult_t_cleared( result ); + bot_moveresult_t result; + BotClearMoveResult(&result); // sv_jumpvel = botlibglobals.sv_jumpvel->value; //walk straight to the reachability start @@ -1791,9 +1818,10 @@ bot_moveresult_t BotTravel_Jump(bot_movestate_t *ms, aas_reachability_t *reach) { vec3_t hordir, dir1, dir2, mins, maxs, start, end; float dist1, dist2, speed; - bot_moveresult_t_cleared( result ); + bot_moveresult_t result; bsp_trace_t trace; + BotClearMoveResult(&result); // hordir[0] = reach->start[0] - reach->end[0]; hordir[1] = reach->start[1] - reach->end[1]; @@ -1863,8 +1891,9 @@ 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; float dist1, dist2, speed; - bot_moveresult_t_cleared( result ); + bot_moveresult_t result; + BotClearMoveResult(&result); // AAS_JumpReachRunStart(reach, runstart); //* @@ -1932,8 +1961,9 @@ bot_moveresult_t BotFinishTravel_Jump(bot_movestate_t *ms, aas_reachability_t *r { vec3_t hordir, hordir2; float speed, dist; - bot_moveresult_t_cleared( result ); + bot_moveresult_t result; + BotClearMoveResult(&result); //if not jumped yet if (!ms->jumpreach) return result; //go straight to the reachability end @@ -1968,8 +1998,9 @@ bot_moveresult_t BotTravel_Ladder(bot_movestate_t *ms, aas_reachability_t *reach vec3_t dir, viewdir;//, hordir; vec3_t origin = {0, 0, 0}; // vec3_t up = {0, 0, 1}; - bot_moveresult_t_cleared( result ); + bot_moveresult_t result; + BotClearMoveResult(&result); // // if ((ms->moveflags & MFL_AGAINSTLADDER)) //NOTE: not a good idea for ladders starting in water @@ -2021,8 +2052,9 @@ bot_moveresult_t BotTravel_Teleport(bot_movestate_t *ms, aas_reachability_t *rea { vec3_t hordir; float dist; - bot_moveresult_t_cleared( result ); + bot_moveresult_t result; + BotClearMoveResult(&result); //if the bot is being teleported if (ms->moveflags & MFL_TELEPORTED) return result; @@ -2051,8 +2083,9 @@ bot_moveresult_t BotTravel_Elevator(bot_movestate_t *ms, aas_reachability_t *rea { vec3_t dir, dir1, dir2, hordir, bottomcenter; float dist, dist1, dist2, speed; - bot_moveresult_t_cleared( result ); + bot_moveresult_t result; + BotClearMoveResult(&result); //if standing on the plat if (BotOnMover(ms->origin, ms->entitynum, reach)) { @@ -2200,8 +2233,9 @@ bot_moveresult_t BotTravel_Elevator(bot_movestate_t *ms, aas_reachability_t *rea bot_moveresult_t BotFinishTravel_Elevator(bot_movestate_t *ms, aas_reachability_t *reach) { vec3_t bottomcenter, bottomdir, topdir; - bot_moveresult_t_cleared( result ); + bot_moveresult_t result; + BotClearMoveResult(&result); // MoverBottomCenter(reach, bottomcenter); VectorSubtract(bottomcenter, ms->origin, bottomdir); @@ -2288,8 +2322,9 @@ bot_moveresult_t BotTravel_FuncBobbing(bot_movestate_t *ms, aas_reachability_t * { vec3_t dir, dir1, dir2, hordir, bottomcenter, bob_start, bob_end, bob_origin; float dist, dist1, dist2, speed; - bot_moveresult_t_cleared( result ); + bot_moveresult_t result; + BotClearMoveResult(&result); // BotFuncBobStartEnd(reach, bob_start, bob_end, bob_origin); //if standing ontop of the func_bobbing @@ -2444,9 +2479,10 @@ bot_moveresult_t BotTravel_FuncBobbing(bot_movestate_t *ms, aas_reachability_t * bot_moveresult_t BotFinishTravel_FuncBobbing(bot_movestate_t *ms, aas_reachability_t *reach) { vec3_t bob_origin, bob_start, bob_end, dir, hordir, bottomcenter; - bot_moveresult_t_cleared( result ); + bot_moveresult_t result; float dist, speed; + BotClearMoveResult(&result); // BotFuncBobStartEnd(reach, bob_start, bob_end, bob_origin); // @@ -2553,7 +2589,7 @@ void BotResetGrapple(bot_movestate_t *ms) //=========================================================================== bot_moveresult_t BotTravel_Grapple(bot_movestate_t *ms, aas_reachability_t *reach) { - bot_moveresult_t_cleared( result ); + bot_moveresult_t result; float dist, speed; vec3_t dir, viewdir, org; int state, areanum; @@ -2565,6 +2601,7 @@ bot_moveresult_t BotTravel_Grapple(bot_movestate_t *ms, aas_reachability_t *reac botimport.DebugLineShow(debugline, reach->start, reach->end, LINECOLOR_BLUE); #endif //DEBUG_GRAPPLE + BotClearMoveResult(&result); // if (ms->moveflags & MFL_GRAPPLERESET) { @@ -2708,9 +2745,10 @@ bot_moveresult_t BotTravel_RocketJump(bot_movestate_t *ms, aas_reachability_t *r { vec3_t hordir; float dist, speed; - bot_moveresult_t_cleared( result ); + bot_moveresult_t result; //botimport.Print(PRT_MESSAGE, "BotTravel_RocketJump: bah\n"); + BotClearMoveResult(&result); // hordir[0] = reach->start[0] - ms->origin[0]; hordir[1] = reach->start[1] - ms->origin[1]; @@ -2772,9 +2810,10 @@ bot_moveresult_t BotTravel_BFGJump(bot_movestate_t *ms, aas_reachability_t *reac { vec3_t hordir; float dist, speed; - bot_moveresult_t_cleared( result ); + bot_moveresult_t result; //botimport.Print(PRT_MESSAGE, "BotTravel_BFGJump: bah\n"); + BotClearMoveResult(&result); // hordir[0] = reach->start[0] - ms->origin[0]; hordir[1] = reach->start[1] - ms->origin[1]; @@ -2832,8 +2871,9 @@ bot_moveresult_t BotFinishTravel_WeaponJump(bot_movestate_t *ms, aas_reachabilit { vec3_t hordir; float speed; - bot_moveresult_t_cleared( result ); + bot_moveresult_t result; + BotClearMoveResult(&result); //if not jumped yet if (!ms->jumpreach) return result; /* @@ -2871,8 +2911,9 @@ bot_moveresult_t BotTravel_JumpPad(bot_movestate_t *ms, aas_reachability_t *reac { float dist, speed; vec3_t hordir; - bot_moveresult_t_cleared( result ); + bot_moveresult_t result; + BotClearMoveResult(&result); //first walk straight to the reachability start hordir[0] = reach->start[0] - ms->origin[0]; hordir[1] = reach->start[1] - ms->origin[1]; @@ -2897,8 +2938,9 @@ bot_moveresult_t BotFinishTravel_JumpPad(bot_movestate_t *ms, aas_reachability_t { float speed; vec3_t hordir; - bot_moveresult_t_cleared( result ); + bot_moveresult_t result; + BotClearMoveResult(&result); if (!BotAirControl(ms->origin, ms->velocity, reach->end, hordir, &speed)) { hordir[0] = reach->end[0] - ms->origin[0]; @@ -2955,7 +2997,7 @@ int BotReachabilityTime(aas_reachability_t *reach) //=========================================================================== bot_moveresult_t BotMoveInGoalArea(bot_movestate_t *ms, bot_goal_t *goal) { - bot_moveresult_t_cleared( result ); + bot_moveresult_t result; vec3_t dir; float dist, speed; @@ -2964,6 +3006,7 @@ bot_moveresult_t BotMoveInGoalArea(bot_movestate_t *ms, bot_goal_t *goal) //AAS_ClearShownDebugLines(); //AAS_DebugLine(ms->origin, goal->origin, LINECOLOR_RED); #endif //DEBUG + BotClearMoveResult(&result); //walk straight to the goal origin dir[0] = goal->origin[0] - ms->origin[0]; dir[1] = goal->origin[1] - ms->origin[1]; @@ -3018,13 +3061,8 @@ void BotMoveToGoal(bot_moveresult_t *result, int movestate, bot_goal_t *goal, in //bsp_trace_t trace; //static int debugline; - result->failure = qfalse; - result->type = 0; - result->blocked = qfalse; - result->blockentity = 0; - result->traveltype = 0; - result->flags = 0; + BotClearMoveResult(result); // ms = BotMoveStateFromHandle(movestate); if (!ms) return;