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authorThilo Schulz <arny@ats.s.bawue.de>2011-05-04 15:39:35 +0000
committerTim Angus <tim@ngus.net>2013-01-09 21:36:29 +0000
commitaa99c0230b8d1c9118779c75d5f8c98d5683f1c3 (patch)
tree1fc20a760cdf94091d73d313f28493f4869d67d0
parent1ed7bc5f7fee06300b27e214ca78a739ac263b0b (diff)
- Add HOMEPATH default name define to q_shared.c, patch by uZu (#4973) - Reverted change from (#4972) and implemented the other suggestion to be consistent with cl_cgame.c and cl_ui.c
-rw-r--r--src/botlib/be_ai_move.c3570
-rw-r--r--src/qcommon/q_shared.h3
-rw-r--r--src/server/sv_game.c12
-rw-r--r--src/sys/sys_unix.c4
-rw-r--r--src/sys/sys_win32.c2
5 files changed, 3578 insertions, 13 deletions
diff --git a/src/botlib/be_ai_move.c b/src/botlib/be_ai_move.c
new file mode 100644
index 00000000..294fc257
--- /dev/null
+++ b/src/botlib/be_ai_move.c
@@ -0,0 +1,3570 @@
+/*
+===========================================================================
+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
+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"
+#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"
+#include "be_aas_funcs.h"
+#include "be_interface.h"
+
+#include "be_ea.h"
+#include "be_ai_goal.h"
+#include "be_ai_move.h"
+
+
+//#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;
+
+ if (modelnum < 0 || modelnum > MAX_MODELS)
+ {
+ 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, int movetravelflags,
+ 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;
+ movetravelflags |= 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 an reachability to avoid
+ 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)
+ {
+ 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, movetravelflags)) continue;
+ //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;
+ reachnum = 0;
+ //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, travelflags, NULL, 0, NULL);
+ 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, travelflags, NULL, 0, NULL);
+ 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)
+{
+ float dist, startz;
+ vec3_t start, end;
+ aas_trace_t trace;
+
+ //do gap checking
+ startz = origin[2];
+ //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 %f\n", dist);
+ 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;
+ bot_moveresult_t_cleared( result );
+
+ //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;
+ bot_moveresult_t_cleared( result );
+ //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;
+ bot_moveresult_t_cleared( result );
+
+ //
+ 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;
+ bot_moveresult_t_cleared( result );
+
+ //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)
+{
+ float dist;
+ vec3_t hordir;
+ bot_moveresult_t_cleared( result );
+
+ //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;
+ dist = VectorNormalize(hordir);
+ //
+ 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;
+ bot_moveresult_t_cleared( result );
+
+ //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;
+ bot_moveresult_t_cleared( result );
+
+ //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;
+ float dist;
+ bot_moveresult_t_cleared( result );
+
+ //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;
+ dist = VectorNormalize(dir);
+ //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;
+ bot_moveresult_t_cleared( result );
+
+ //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;
+ bot_moveresult_t_cleared( result );
+
+ //
+ 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;
+ //
+ dist = VectorNormalize(hordir);
+ 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;
+ bot_moveresult_t_cleared( result );
+
+ //
+ 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;
+ float dist1, dist2, speed;
+ bot_moveresult_t_cleared( result );
+ 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 (dist1 = 0; dist1 < 80; dist1 += 10)
+ {
+ VectorMA(start, dist1+10, hordir, end);
+ end[2] += 1;
+ if (AAS_PointAreaNum(end) != ms->reachareanum) break;
+ } //end for
+ if (dist1 < 80) VectorMA(reach->start, dist1, hordir, trace.endpos);
+// 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;
+ float dist1, dist2, speed;
+ bot_moveresult_t_cleared( result );
+
+ //
+ 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 (dist1 = 0; dist1 < 80; dist1 += 10)
+ {
+ VectorMA(start, dist1+10, hordir, end);
+ end[2] += 1;
+ if (AAS_PointAreaNum(end) != ms->reachareanum) break;
+ } //end for
+ if (dist1 < 80) VectorMA(reach->start, dist1, hordir, runstart);
+ //
+ 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;
+ bot_moveresult_t_cleared( result );
+
+ //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};
+ bot_moveresult_t_cleared( result );
+
+ //
+// 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);
+ //make sure the horizontal movement is large anough
+ 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;
+ bot_moveresult_t_cleared( result );
+
+ //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;
+ bot_moveresult_t_cleared( result );
+
+ //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;
+ bot_moveresult_t_cleared( result );
+
+ //
+ 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;
+ bot_moveresult_t_cleared( result );
+
+ //
+ 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
+ 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;
+ bot_moveresult_t_cleared( result );
+ 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)
+{
+ bot_moveresult_t_cleared( result );
+ 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;
+ bot_moveresult_t_cleared( result );
+
+ //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;
+ bot_moveresult_t_cleared( result );
+
+ //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;
+ bot_moveresult_t_cleared( result );
+
+ //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)
+{
+ float dist, speed;
+ vec3_t hordir;
+ bot_moveresult_t_cleared( result );
+
+ //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);
+ speed = 400;
+ //elemantary action move in direction
+ EA_Move(ms->client, hordir, speed);
+ 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;
+ bot_moveresult_t_cleared( result );
+
+ 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)
+{
+ bot_moveresult_t_cleared( result );
+ 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;
+
+ result->failure = qfalse;
+ result->type = 0;
+ result->blocked = qfalse;
+ result->blockentity = 0;
+ result->traveltype = 0;
+ result->flags = 0;
+
+ //
+ 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
+ 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)
+ {
+ 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)
+ {
+ 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)
+ {
+ if ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
+ (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)
+ {
+ 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)
+ {
+ 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, travelflags,
+ 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)
+ {
+ botimport.Print(PRT_MESSAGE, "goal not reachable\n");
+ Com_Memset(&reach, 0, sizeof(aas_reachability_t)); //make compiler happy
+ } //end else
+ if (botDeveloper)
+ {
+ //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)
+ {
+ 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, travelflags, TFL_JUMPPAD, ms->avoidspots, ms->numavoidspots, NULL);
+ 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");
+ break;
+ } //end if
+ } //end for
+ if (lastreachnum) break;
+ } //end else
+ } //end if
+ } //end for
+ if (botDeveloper)
+ {
+ //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)
+ {
+ 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]--;
+ } //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
+
+
diff --git a/src/qcommon/q_shared.h b/src/qcommon/q_shared.h
index 1cedf6a8..cdb96b11 100644
--- a/src/qcommon/q_shared.h
+++ b/src/qcommon/q_shared.h
@@ -40,6 +40,9 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#define GAMENAME_FOR_MASTER "Tremulous"
#define HEARTBEAT_FOR_MASTER GAMENAME_FOR_MASTER
#define FLATLINE_FOR_MASTER GAMENAME_FOR_MASTER "dead"
+#define HOMEPATH_NAME_UNIX ".tremulous"
+#define HOMEPATH_NAME_WIN "Tremulous"
+#define HOMEPATH_NAME_MACOSX HOMEPATH_NAME_WIN
#define MAX_TEAMNAME 32
#define MAX_MASTER_SERVERS 5 // number of supported master servers
diff --git a/src/server/sv_game.c b/src/server/sv_game.c
index 320b7937..bde8fb95 100644
--- a/src/server/sv_game.c
+++ b/src/server/sv_game.c
@@ -24,14 +24,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#include "server.h"
-void SV_GameError( const char *string ) {
- Com_Error( ERR_DROP, "%s", string );
-}
-
-void SV_GamePrint( const char *string ) {
- Com_Printf( "%s", string );
-}
-
// these functions must be used instead of pointer arithmetic, because
// the game allocates gentities with private information after the server shared part
int SV_NumForGentity( sharedEntity_t *ent ) {
@@ -297,10 +289,10 @@ The module is making a system call
intptr_t SV_GameSystemCalls( intptr_t *args ) {
switch( args[0] ) {
case G_PRINT:
- SV_GamePrintf((const char*) VMA(1));
+ Com_Printf( "%s", (const char*)VMA(1) );
return 0;
case G_ERROR:
- SV_GameError((const char*) VMA(1));
+ Com_Error( ERR_DROP, "%s", (const char*)VMA(1) );
return 0;
case G_MILLISECONDS:
return Sys_Milliseconds();
diff --git a/src/sys/sys_unix.c b/src/sys/sys_unix.c
index abbe6237..4aad8b88 100644
--- a/src/sys/sys_unix.c
+++ b/src/sys/sys_unix.c
@@ -59,9 +59,9 @@ char *Sys_DefaultHomePath(void)
Com_sprintf(homePath, sizeof(homePath), "%s%c", p, PATH_SEP);
#ifdef MACOS_X
Q_strcat( homePath, sizeof( homePath ),
- "/Library/Application Support/Tremulous" );
+ "/Library/Application Support/" HOMEPATH_NAME_MACOSX );
#else
- Q_strcat( homePath, sizeof( homePath ), "/.tremulous" );
+ Q_strcat( homePath, sizeof( homePath ), "/" HOMEPATH_NAME_UNIX );
#endif
}
}
diff --git a/src/sys/sys_win32.c b/src/sys/sys_win32.c
index 8ca1bf62..f91b26b1 100644
--- a/src/sys/sys_win32.c
+++ b/src/sys/sys_win32.c
@@ -91,7 +91,7 @@ char *Sys_DefaultHomePath( void )
return NULL;
}
Q_strncpyz( homePath, szPath, sizeof( homePath ) );
- Q_strcat( homePath, sizeof( homePath ), "\\Tremulous" );
+ Q_strcat( homePath, sizeof( homePath ), "\\" HOMEPATH_NAME_WIN );
FreeLibrary(shfolder);
}