ref: b8c0e4deccffcd668f7d08ffc1fe16147e9e894a
dir: /code/botlib/be_ai_move.c/
/* =========================================================================== 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 Foobar; 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 "../game/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 "../game/botlib.h" #include "../game/be_aas.h" #include "be_aas_funcs.h" #include "be_interface.h" #include "be_aas_bsp.h" #include "../game/be_ea.h" #include "../game/be_ai_goal.h" #include "../game/be_ai_move.h" //#define DEBUG_AI_MOVE //#define DEBUG_ELEVATOR //#define DEBUG_GRAPPLE // bk001204 - redundant bot_avoidspot_t, see ../game/be_ai_move.h //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 (bot_developer) { 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: - //=========================================================================== void BotClearMoveResult(bot_moveresult_t *moveresult) { moveresult->failure = qfalse; moveresult->type = 0; moveresult->blocked = qfalse; moveresult->blockentity = 0; moveresult->traveltype = 0; moveresult->flags = 0; } //end of the function BotClearMoveResult //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== bot_moveresult_t BotTravel_Walk(bot_movestate_t *ms, aas_reachability_t *reach) { float dist, speed; vec3_t hordir; bot_moveresult_t result; BotClearMoveResult(&result); //first walk straight to the reachability start hordir[0] = reach->start[0] - ms->origin[0]; hordir[1] = reach->start[1] - ms->origin[1]; 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 result; BotClearMoveResult(&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 result; BotClearMoveResult(&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 result; BotClearMoveResult(&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 result; BotClearMoveResult(&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 result; BotClearMoveResult(&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 result; BotClearMoveResult(&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 result; //botimport.Print(PRT_MESSAGE, "BotFinishTravel_WaterJump\n"); BotClearMoveResult(&result); //if waterjumping there's nothing to do if (ms->moveflags & MFL_WATERJUMP) return result; //if not touching any water anymore don't do anything //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 result; BotClearMoveResult(&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 result; BotClearMoveResult(&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 result; BotClearMoveResult(&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 result; bsp_trace_t trace; BotClearMoveResult(&result); // 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 result; BotClearMoveResult(&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 result; BotClearMoveResult(&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 result; BotClearMoveResult(&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 result; BotClearMoveResult(&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 result; BotClearMoveResult(&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 result; BotClearMoveResult(&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 result; BotClearMoveResult(&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 it's 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 result; float dist, speed; BotClearMoveResult(&result); // 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 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 BotClearMoveResult(&result); // 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 result; //botimport.Print(PRT_MESSAGE, "BotTravel_RocketJump: bah\n"); BotClearMoveResult(&result); // hordir[0] = reach->start[0] - ms->origin[0]; hordir[1] = reach->start[1] - ms->origin[1]; 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 result; //botimport.Print(PRT_MESSAGE, "BotTravel_BFGJump: bah\n"); BotClearMoveResult(&result); // hordir[0] = reach->start[0] - ms->origin[0]; hordir[1] = reach->start[1] - ms->origin[1]; 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 result; BotClearMoveResult(&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 result; BotClearMoveResult(&result); //first walk straight to the reachability start hordir[0] = reach->start[0] - ms->origin[0]; hordir[1] = reach->start[1] - ms->origin[1]; 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 result; BotClearMoveResult(&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 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 BotClearMoveResult(&result); //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; BotClearMoveResult(result); // ms = BotMoveStateFromHandle(movestate); if (!ms) return; //reset the grapple before testing if the bot has a valid goal //because the bot could loose all it's 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 (bot_developer) { 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 (bot_developer) { 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 (bot_developer) { 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 (bot_developer) { 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 (bot_developer) { botimport.Print(PRT_MESSAGE, "goal not reachable\n"); Com_Memset(&reach, 0, sizeof(aas_reachability_t)); //make compiler happy } //end else if (bot_developer) { //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 (bot_developer) { 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 (bot_developer) { //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 (bot_developer) { 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[i] > 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