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2447 lines
74 KiB
2447 lines
74 KiB
6 years ago
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//
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// HPB bot - botman's High Ping Bastard bot
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//
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// (http://planethalflife.com/botman/)
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//
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// bot_navigate.cpp
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//
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "bot.h"
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#include "bot_func.h"
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#include "bot_weapons.h"
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#include "waypoint.h"
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extern int mod_id;
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extern WAYPOINT waypoints[MAX_WAYPOINTS];
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extern int num_waypoints; // number of waypoints currently in use
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extern int team_allies[4];
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extern edict_t *pent_info_ctfdetect;
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extern bool is_team_play;
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extern bool checked_teamplay;
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extern FLAG_S flags[MAX_FLAGS];
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extern int num_flags;
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extern bot_weapon_t weapon_defs[MAX_WEAPONS];
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extern edict_t *holywars_saint;
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extern int halo_status;
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extern int holywars_gamemode;
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// SET THIS UP BASED ON MOD!!!
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int max_drop_height = 800;
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static FILE *fp;
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char welcome_msg[80];
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int x_welcome_msg_len = 42;
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unsigned char x_welcome_msg[] = {
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'H'^0x5a, 'P'^0xa5, 'B'^0x5a, ' '^0xa5, 'b'^0x5a, 'o'^0xa5, 't'^0x5a, ' '^0xa5,
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'-'^0x5a, ' '^0xa5, 'h'^0x5a, 't'^0xa5, 't'^0x5a, 'p'^0xa5, ':'^0x5a, '/'^0xa5,
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'/'^0x5a, 'p'^0xa5, 'l'^0x5a, 'a'^0xa5, 'n'^0x5a, 'e'^0xa5, 't'^0x5a, 'h'^0xa5,
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'a'^0x5a, 'l'^0xa5, 'f'^0x5a, 'l'^0xa5, 'i'^0x5a, 'f'^0xa5, 'e'^0x5a, '.'^0xa5,
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'c'^0x5a, 'o'^0xa5, 'm'^0x5a, '/'^0xa5, 'b'^0x5a, 'o'^0xa5, 't'^0x5a, 'm'^0xa5,
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'a'^0x5a, 'n'^0xa5};
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extern void BotCheckTeamplay(void);
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void welcome_init(void)
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{
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for (int i=0; i < x_welcome_msg_len; i++)
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{
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if ((i % 2) == 0)
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welcome_msg[i] = x_welcome_msg[i]^0x5a;
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else
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welcome_msg[i] = x_welcome_msg[i]^0xa5;
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}
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welcome_msg[x_welcome_msg_len] = 0;
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}
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void BotFixIdealPitch(edict_t *pEdict)
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{
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// check for wrap around of angle...
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if (pEdict->v.idealpitch > 180)
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pEdict->v.idealpitch -= 360;
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if (pEdict->v.idealpitch < -180)
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pEdict->v.idealpitch += 360;
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}
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// returns the number of degrees left to turn toward ideal pitch...
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float BotChangePitch( bot_t *pBot, float speed )
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{
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edict_t *pEdict = pBot->pEdict;
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float ideal;
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float current;
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float current_180; // current +/- 180 degrees
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float diff;
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// turn from the current v_angle pitch to the idealpitch by selecting
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// the quickest way to turn to face that direction
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current = pEdict->v.v_angle.x;
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ideal = pEdict->v.idealpitch;
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// find the difference in the current and ideal angle
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diff = fabs(current - ideal);
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speed = speed * pBot->f_frame_time; // angles per second
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// check if difference is less than the max degrees per turn
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if (diff < speed)
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speed = diff; // just need to turn a little bit (less than max)
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// here we have four cases, both angle positive, one positive and
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// the other negative, one negative and the other positive, or
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// both negative. handle each case separately...
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if ((current >= 0) && (ideal >= 0)) // both positive
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{
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if (current > ideal)
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current -= speed;
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else
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current += speed;
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}
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else if ((current >= 0) && (ideal < 0))
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{
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current_180 = current - 180;
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if (current_180 > ideal)
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current += speed;
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else
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current -= speed;
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}
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else if ((current < 0) && (ideal >= 0))
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{
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current_180 = current + 180;
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if (current_180 > ideal)
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current += speed;
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else
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current -= speed;
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}
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else // (current < 0) && (ideal < 0) both negative
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{
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if (current > ideal)
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current -= speed;
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else
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current += speed;
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}
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// check for wrap around of angle...
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if (current > 180)
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current -= 360;
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if (current < -180)
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current += 360;
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pEdict->v.v_angle.x = current;
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return diff; // return number of degrees left to turn
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}
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void BotFixIdealYaw(edict_t *pEdict)
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{
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// check for wrap around of angle...
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if (pEdict->v.ideal_yaw > 180)
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pEdict->v.ideal_yaw -= 360;
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if (pEdict->v.ideal_yaw < -180)
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pEdict->v.ideal_yaw += 360;
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}
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// returns the number of degrees left to turn toward ideal yaw...
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float BotChangeYaw( bot_t *pBot, float speed )
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{
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edict_t *pEdict = pBot->pEdict;
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float ideal;
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float current;
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float current_180; // current +/- 180 degrees
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float diff;
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// turn from the current v_angle yaw to the ideal_yaw by selecting
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// the quickest way to turn to face that direction
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current = pEdict->v.v_angle.y;
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ideal = pEdict->v.ideal_yaw;
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// find the difference in the current and ideal angle
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diff = fabs(current - ideal);
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// speed that we can turn during this frame...
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speed = speed * pBot->f_frame_time;
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// check if difference is less than the max degrees per turn
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if (diff < speed)
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speed = diff; // just need to turn a little bit (less than max)
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// here we have four cases, both angle positive, one positive and
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// the other negative, one negative and the other positive, or
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// both negative. handle each case separately...
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if ((current >= 0) && (ideal >= 0)) // both positive
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{
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if (current > ideal)
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current -= speed;
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else
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current += speed;
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}
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else if ((current >= 0) && (ideal < 0))
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{
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current_180 = current - 180;
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if (current_180 > ideal)
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current += speed;
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else
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current -= speed;
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}
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else if ((current < 0) && (ideal >= 0))
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{
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current_180 = current + 180;
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if (current_180 > ideal)
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current += speed;
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else
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current -= speed;
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}
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else // (current < 0) && (ideal < 0) both negative
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{
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if (current > ideal)
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current -= speed;
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else
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current += speed;
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}
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// check for wrap around of angle...
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if (current > 180)
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current -= 360;
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if (current < -180)
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current += 360;
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pEdict->v.v_angle.y = current;
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return diff; // return number of degrees left to turn
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}
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bool BotFindWaypoint( bot_t *pBot )
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{
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int index, select_index;
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int team;
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PATH *pPath = NULL;
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int path_index;
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float distance, min_distance[3];
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int min_index[3];
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edict_t *pEdict = pBot->pEdict;
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if (mod_id == FRONTLINE_DLL)
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team = pBot->defender;
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else
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team = UTIL_GetTeam(pEdict);
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for (index=0; index < 3; index++)
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{
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min_distance[index] = 9999.0;
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min_index[index] = -1;
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}
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index = WaypointFindPath(&pPath, &path_index, pBot->curr_waypoint_index, team);
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while (index != -1)
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{
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// if index is not a current or recent previous waypoint...
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if ((index != pBot->curr_waypoint_index) &&
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(index != pBot->prev_waypoint_index[0]) &&
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(index != pBot->prev_waypoint_index[1]) &&
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(index != pBot->prev_waypoint_index[2]) &&
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(index != pBot->prev_waypoint_index[3]) &&
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(index != pBot->prev_waypoint_index[4]))
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{
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// find the distance from the bot to this waypoint
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distance = (pEdict->v.origin - waypoints[index].origin).Length();
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if (distance < min_distance[0])
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{
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min_distance[2] = min_distance[1];
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min_index[2] = min_index[1];
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min_distance[1] = min_distance[0];
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min_index[1] = min_index[0];
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min_distance[0] = distance;
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min_index[0] = index;
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}
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else if (distance < min_distance [1])
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{
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min_distance[2] = min_distance[1];
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min_index[2] = min_index[1];
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min_distance[1] = distance;
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min_index[1] = index;
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}
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else if (distance < min_distance[2])
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{
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min_distance[2] = distance;
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min_index[2] = index;
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}
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}
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// find the next path to a waypoint
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index = WaypointFindPath(&pPath, &path_index, pBot->curr_waypoint_index, team);
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}
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select_index = -1;
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// about 20% of the time choose a waypoint at random
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// (don't do this any more often than every 10 seconds)
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if ((RANDOM_LONG(1, 100) <= 20) &&
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(pBot->f_random_waypoint_time <= gpGlobals->time))
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{
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pBot->f_random_waypoint_time = gpGlobals->time + 10.0;
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if (min_index[2] != -1)
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index = RANDOM_LONG(0, 2);
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else if (min_index[1] != -1)
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index = RANDOM_LONG(0, 1);
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else if (min_index[0] != -1)
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index = 0;
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else
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return FALSE; // no waypoints found!
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select_index = min_index[index];
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}
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else
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{
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// use the closest waypoint that has been recently used
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select_index = min_index[0];
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}
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if (select_index != -1) // was a waypoint found?
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{
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pBot->prev_waypoint_index[4] = pBot->prev_waypoint_index[3];
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pBot->prev_waypoint_index[3] = pBot->prev_waypoint_index[2];
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pBot->prev_waypoint_index[2] = pBot->prev_waypoint_index[1];
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pBot->prev_waypoint_index[1] = pBot->prev_waypoint_index[0];
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pBot->prev_waypoint_index[0] = pBot->curr_waypoint_index;
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pBot->curr_waypoint_index = select_index;
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pBot->waypoint_origin = waypoints[select_index].origin;
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pBot->f_waypoint_time = gpGlobals->time;
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return TRUE;
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}
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return FALSE; // couldn't find a waypoint
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}
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bool BotHeadTowardWaypoint( bot_t *pBot )
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{
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int i;
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Vector v_src, v_dest;
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TraceResult tr;
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int index;
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bool status;
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float waypoint_distance, min_distance;
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int team, skin;
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float distance;
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float pause_time = 0.0;
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edict_t *pent;
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bool bot_has_flag = FALSE;
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bool touching;
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edict_t *pEdict = pBot->pEdict;
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if (!checked_teamplay) // check for team play...
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BotCheckTeamplay();
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// is team play enabled (or is it Counter-Strike)?
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if (is_team_play)
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team = UTIL_GetTeam(pEdict);
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else
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team = -1; // not team play (all waypoints are valid for everyone)
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// check if the bot has been trying to get to this waypoint for a while...
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if ((pBot->f_waypoint_time + 5.0) < gpGlobals->time)
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{
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pBot->curr_waypoint_index = -1; // forget about this waypoint
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pBot->waypoint_goal = -1; // also forget about a goal
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}
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// check if a goal item exists...
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if (mod_id == TFC_DLL)
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{
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pent = NULL;
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while ((pent = UTIL_FindEntityByClassname( pent, "item_tfgoal" )) != NULL)
|
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{
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if (pent->v.owner == pEdict) // is this bot carrying the item?
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{
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// we are carrying the flag/card/ball
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bot_has_flag = TRUE;
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break; // break out of while loop
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}
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else if (FInViewCone( &pent->v.origin, pEdict ) && // can bot see it?
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FVisible( pent->v.origin, pEdict))
|
||
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{
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||
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// check if the flag has an owner...
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||
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if (pent->v.owner != NULL)
|
||
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{
|
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// get the team for the owner of the flag...
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int player_team = UTIL_GetTeam(pent->v.owner);
|
||
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|
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// attack if not our team and not allies team...
|
||
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if ((player_team != team) &&
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!(team_allies[team] & (1<<player_team)))
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||
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{
|
||
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// kill the man with the flag!
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||
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pBot->pBotEnemy = pent->v.owner;
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pBot->waypoint_goal = -1; // forget the goal (if there is one)
|
||
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return TRUE;
|
||
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}
|
||
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}
|
||
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else
|
||
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{
|
||
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// check if it matches one of the flags...
|
||
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for (i=0; i < num_flags; i++)
|
||
|
{
|
||
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// is the flag for this team (or any team)?
|
||
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if ((flags[i].edict == pent) &&
|
||
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((flags[i].team_no == (team+1)) || (flags[i].team_no == 0)))
|
||
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{
|
||
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// find the nearest waypoint to the ball...
|
||
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index = WaypointFindNearest(pent->v.origin, pEdict, 500, team);
|
||
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|
||
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if (index == -1)
|
||
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{
|
||
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// no waypoint is close enough, just head straight towards the ball
|
||
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Vector v_flag = pent->v.origin - pEdict->v.origin;
|
||
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|
||
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Vector bot_angles = UTIL_VecToAngles( v_flag );
|
||
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|
||
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pEdict->v.ideal_yaw = bot_angles.y;
|
||
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|
||
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BotFixIdealYaw(pEdict);
|
||
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|
||
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return TRUE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
waypoint_distance = (waypoints[index].origin - pent->v.origin).Length();
|
||
|
distance = (pent->v.origin - pEdict->v.origin).Length();
|
||
|
|
||
|
// is the bot closer to the ball than the waypoint is?
|
||
|
if (distance < waypoint_distance)
|
||
|
{
|
||
|
// just head towards the ball
|
||
|
Vector v_flag = pent->v.origin - pEdict->v.origin;
|
||
|
|
||
|
Vector bot_angles = UTIL_VecToAngles( v_flag );
|
||
|
|
||
|
pEdict->v.ideal_yaw = bot_angles.y;
|
||
|
|
||
|
BotFixIdealYaw(pEdict);
|
||
|
|
||
|
return TRUE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// head towards this waypoint
|
||
|
pBot->waypoint_goal = index;
|
||
|
|
||
|
// remember where the ball is located...
|
||
|
pBot->waypoint_near_flag = TRUE;
|
||
|
pBot->waypoint_flag_origin = pent->v.origin;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if ((mod_id == GEARBOX_DLL) && (pent_info_ctfdetect != NULL))
|
||
|
{
|
||
|
pent = NULL;
|
||
|
|
||
|
while ((pent = UTIL_FindEntityByClassname( pent, "item_ctfflag" )) != NULL)
|
||
|
{
|
||
|
if (pent->v.owner == pEdict) // is this bot carrying the item?
|
||
|
{
|
||
|
// we are carrying the flag
|
||
|
|
||
|
bot_has_flag = TRUE;
|
||
|
|
||
|
break; // break out of while loop
|
||
|
}
|
||
|
else if (FInViewCone( &pent->v.origin, pEdict ) &&
|
||
|
FVisible( pent->v.origin, pEdict))
|
||
|
{
|
||
|
// the bot can see it, check what type of model it is...
|
||
|
|
||
|
skin = pent->v.skin;
|
||
|
|
||
|
if (skin == 0) // Opposing Force team (these are BACKASSWARDS!)
|
||
|
skin = 1;
|
||
|
else if (skin == 1) // Black Mesa team
|
||
|
skin = 0;
|
||
|
|
||
|
// see if the flag matches the bot's team...
|
||
|
if (skin == team)
|
||
|
{
|
||
|
// is and enemy carrying our flag/card?
|
||
|
if (pent->v.owner != NULL)
|
||
|
{
|
||
|
// kill the man with the flag/card!
|
||
|
pBot->pBotEnemy = pent->v.owner;
|
||
|
|
||
|
pBot->waypoint_goal = -1; // forget the goal (if there is one)
|
||
|
|
||
|
return TRUE;
|
||
|
}
|
||
|
}
|
||
|
else // flag/card is for another team!
|
||
|
{
|
||
|
// check if someone is NOT carrying the flag/card...
|
||
|
if (pent->v.owner == NULL)
|
||
|
{
|
||
|
// find the nearest waypoint to the flag/card...
|
||
|
index = WaypointFindNearest(pent->v.origin, pEdict, 500, team);
|
||
|
|
||
|
if (index == -1)
|
||
|
{
|
||
|
// no waypoint is close enough, just head straight towards the flag/card
|
||
|
Vector v_flag = pent->v.origin - pEdict->v.origin;
|
||
|
|
||
|
Vector bot_angles = UTIL_VecToAngles( v_flag );
|
||
|
|
||
|
pEdict->v.ideal_yaw = bot_angles.y;
|
||
|
|
||
|
BotFixIdealYaw(pEdict);
|
||
|
|
||
|
return TRUE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
waypoint_distance = (waypoints[index].origin - pent->v.origin).Length();
|
||
|
distance = (pent->v.origin - pEdict->v.origin).Length();
|
||
|
|
||
|
// is the bot closer to the flag/card than the waypoint is?
|
||
|
if (distance < waypoint_distance)
|
||
|
{
|
||
|
// just head towards the flag/card
|
||
|
Vector v_flag = pent->v.origin - pEdict->v.origin;
|
||
|
|
||
|
Vector bot_angles = UTIL_VecToAngles( v_flag );
|
||
|
|
||
|
pEdict->v.ideal_yaw = bot_angles.y;
|
||
|
|
||
|
BotFixIdealYaw(pEdict);
|
||
|
|
||
|
return TRUE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// head towards this waypoint
|
||
|
pBot->waypoint_goal = index;
|
||
|
|
||
|
// remember where the flag/card is located...
|
||
|
pBot->waypoint_near_flag = TRUE;
|
||
|
pBot->waypoint_flag_origin = pent->v.origin;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if (mod_id == FRONTLINE_DLL)
|
||
|
{
|
||
|
if ((pBot->waypoint_goal != -1) && // does bot have a goal?
|
||
|
(pBot->pCaptureEdict))
|
||
|
{
|
||
|
int team = UTIL_GetTeam(pEdict); // skin and team must match
|
||
|
|
||
|
if (!pBot->defender) // if attacker...
|
||
|
{
|
||
|
if (pBot->pCaptureEdict->v.skin == team) // was point captured?
|
||
|
{
|
||
|
pBot->waypoint_goal = -1;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (pBot->pCaptureEdict->v.skin != team) // was point captured?
|
||
|
{
|
||
|
pBot->waypoint_goal = -1;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if (mod_id == HOLYWARS_DLL)
|
||
|
{
|
||
|
if (pBot->waypoint_goal != -1)
|
||
|
{
|
||
|
// is the bot currently heading toward halo AND halo is gone?
|
||
|
if ((waypoints[pBot->waypoint_goal].flags & W_FL_FLAG) &&
|
||
|
(holywars_saint != NULL) && (holywars_gamemode == 1))
|
||
|
{
|
||
|
pBot->waypoint_goal = -1;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// check if we need to find a waypoint...
|
||
|
if (pBot->curr_waypoint_index == -1)
|
||
|
{
|
||
|
pBot->waypoint_top_of_ladder = FALSE;
|
||
|
|
||
|
// did we just come off of a ladder or are we underwater?
|
||
|
if (((pBot->f_end_use_ladder_time + 2.0) > gpGlobals->time) ||
|
||
|
(pBot->pEdict->v.waterlevel == 3))
|
||
|
{
|
||
|
// find the nearest visible waypoint
|
||
|
if (mod_id == FRONTLINE_DLL)
|
||
|
i = WaypointFindNearest(pEdict, REACHABLE_RANGE, pBot->defender);
|
||
|
else
|
||
|
i = WaypointFindNearest(pEdict, REACHABLE_RANGE, team);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// find the nearest reachable waypoint
|
||
|
if (mod_id == FRONTLINE_DLL)
|
||
|
i = WaypointFindReachable(pEdict, REACHABLE_RANGE, pBot->defender);
|
||
|
else
|
||
|
i = WaypointFindReachable(pEdict, REACHABLE_RANGE, team);
|
||
|
}
|
||
|
|
||
|
if (i == -1)
|
||
|
{
|
||
|
pBot->curr_waypoint_index = -1;
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
pBot->curr_waypoint_index = i;
|
||
|
pBot->waypoint_origin = waypoints[i].origin;
|
||
|
|
||
|
pBot->f_waypoint_time = gpGlobals->time;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// skip this part if bot is trying to get out of water...
|
||
|
if (pBot->f_exit_water_time < gpGlobals->time)
|
||
|
{
|
||
|
// check if we can still see our target waypoint...
|
||
|
|
||
|
v_src = pEdict->v.origin + pEdict->v.view_ofs;
|
||
|
v_dest = waypoints[pBot->curr_waypoint_index].origin;
|
||
|
|
||
|
// trace a line from bot's eyes to destination...
|
||
|
UTIL_TraceLine( v_src, v_dest, ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr );
|
||
|
|
||
|
// check if line of sight to object is blocked (i.e. not visible)
|
||
|
if (tr.flFraction < 1.0)
|
||
|
{
|
||
|
// did we just come off of a ladder or are we under water?
|
||
|
if (((pBot->f_end_use_ladder_time + 2.0) > gpGlobals->time) ||
|
||
|
(pBot->pEdict->v.waterlevel == 3))
|
||
|
{
|
||
|
// find the nearest visible waypoint
|
||
|
if (mod_id == FRONTLINE_DLL)
|
||
|
i = WaypointFindNearest(pEdict, REACHABLE_RANGE, pBot->defender);
|
||
|
else
|
||
|
i = WaypointFindNearest(pEdict, REACHABLE_RANGE, team);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// find the nearest reachable waypoint
|
||
|
if (mod_id == FRONTLINE_DLL)
|
||
|
i = WaypointFindReachable(pEdict, REACHABLE_RANGE, pBot->defender);
|
||
|
else
|
||
|
i = WaypointFindReachable(pEdict, REACHABLE_RANGE, team);
|
||
|
}
|
||
|
|
||
|
if (i == -1)
|
||
|
{
|
||
|
pBot->curr_waypoint_index = -1;
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
pBot->curr_waypoint_index = i;
|
||
|
pBot->waypoint_origin = waypoints[i].origin;
|
||
|
|
||
|
pBot->f_waypoint_time = gpGlobals->time;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// find the distance to the target waypoint
|
||
|
waypoint_distance = (pEdict->v.origin - pBot->waypoint_origin).Length();
|
||
|
|
||
|
// set the minimum distance from waypoint to be considered "touching" it
|
||
|
min_distance = 50.0;
|
||
|
|
||
|
// if this is a crouch waypoint, bot must be fairly close...
|
||
|
if (waypoints[pBot->curr_waypoint_index].flags & W_FL_CROUCH)
|
||
|
min_distance = 20.0;
|
||
|
|
||
|
if (waypoints[pBot->curr_waypoint_index].flags & W_FL_JUMP)
|
||
|
min_distance = 25.0;
|
||
|
|
||
|
if (waypoints[pBot->curr_waypoint_index].flags & W_FL_SENTRYGUN)
|
||
|
min_distance = 20.0;
|
||
|
|
||
|
if (waypoints[pBot->curr_waypoint_index].flags & W_FL_DISPENSER)
|
||
|
min_distance = 20.0;
|
||
|
|
||
|
// if this is a ladder waypoint, bot must be fairly close to get on ladder
|
||
|
if (waypoints[pBot->curr_waypoint_index].flags & W_FL_LADDER)
|
||
|
min_distance = 20.0;
|
||
|
|
||
|
// if this is a defenders waypoint, bot must be fairly close...
|
||
|
if ((mod_id == FRONTLINE_DLL) &&
|
||
|
(waypoints[pBot->curr_waypoint_index].flags & W_FL_FLF_DEFEND))
|
||
|
min_distance = 20.0;
|
||
|
|
||
|
// if trying to get out of water, need to get very close to waypoint...
|
||
|
if (pBot->f_exit_water_time >= gpGlobals->time)
|
||
|
min_distance = 20.0;
|
||
|
|
||
|
touching = FALSE;
|
||
|
|
||
|
// did the bot run past the waypoint? (prevent the loop-the-loop problem)
|
||
|
if ((pBot->prev_waypoint_distance > 1.0) &&
|
||
|
(waypoint_distance > pBot->prev_waypoint_distance))
|
||
|
touching = TRUE;
|
||
|
|
||
|
// are we close enough to a target waypoint...
|
||
|
if (waypoint_distance < min_distance)
|
||
|
touching = TRUE;
|
||
|
|
||
|
// save current distance as previous
|
||
|
pBot->prev_waypoint_distance = waypoint_distance;
|
||
|
|
||
|
if (touching)
|
||
|
{
|
||
|
bool waypoint_found = FALSE;
|
||
|
|
||
|
pBot->prev_waypoint_distance = 0.0;
|
||
|
|
||
|
// check if the waypoint is a door waypoint
|
||
|
if (waypoints[pBot->curr_waypoint_index].flags & W_FL_DOOR)
|
||
|
{
|
||
|
pBot->f_dont_avoid_wall_time = gpGlobals->time + 5.0;
|
||
|
}
|
||
|
|
||
|
// check if the next waypoint is a jump waypoint...
|
||
|
if (waypoints[pBot->curr_waypoint_index].flags & W_FL_JUMP)
|
||
|
{
|
||
|
pEdict->v.button |= IN_JUMP; // jump here
|
||
|
}
|
||
|
|
||
|
// check if the waypoint is a sniper waypoint...
|
||
|
if (waypoints[pBot->curr_waypoint_index].flags & W_FL_SNIPER)
|
||
|
{
|
||
|
if (((mod_id == TFC_DLL) && (pEdict->v.playerclass == TFC_CLASS_SNIPER)) ||
|
||
|
(mod_id != TFC_DLL))
|
||
|
{
|
||
|
int aim_index;
|
||
|
|
||
|
aim_index = WaypointFindNearestAiming(waypoints[pBot->curr_waypoint_index].origin);
|
||
|
|
||
|
if (aim_index != -1)
|
||
|
{
|
||
|
Vector v_aim = waypoints[aim_index].origin - waypoints[pBot->curr_waypoint_index].origin;
|
||
|
|
||
|
Vector aim_angles = UTIL_VecToAngles( v_aim );
|
||
|
|
||
|
pEdict->v.ideal_yaw = aim_angles.y;
|
||
|
|
||
|
BotFixIdealYaw(pEdict);
|
||
|
}
|
||
|
|
||
|
pBot->f_pause_time = gpGlobals->time + RANDOM_FLOAT(20.0, 30.0);
|
||
|
|
||
|
// fix f_waypoint_time so bot won't think it is stuck
|
||
|
pBot->f_waypoint_time = pBot->f_pause_time;
|
||
|
|
||
|
return TRUE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// check if the bot has reached the goal waypoint...
|
||
|
if (pBot->curr_waypoint_index == pBot->waypoint_goal)
|
||
|
{
|
||
|
pBot->waypoint_goal = -1; // forget this goal waypoint
|
||
|
|
||
|
if (pBot->waypoint_near_flag)
|
||
|
{
|
||
|
pBot->waypoint_near_flag = FALSE;
|
||
|
|
||
|
// just head towards the flag/card/ball
|
||
|
Vector v_flag = pBot->waypoint_flag_origin - pEdict->v.origin;
|
||
|
|
||
|
Vector bot_angles = UTIL_VecToAngles( v_flag );
|
||
|
|
||
|
pEdict->v.ideal_yaw = bot_angles.y;
|
||
|
|
||
|
BotFixIdealYaw(pEdict);
|
||
|
|
||
|
return TRUE;
|
||
|
}
|
||
|
|
||
|
// see if this waypoint is a sentry gun waypoint...
|
||
|
if ((waypoints[pBot->curr_waypoint_index].flags & W_FL_SENTRYGUN) &&
|
||
|
(mod_id == TFC_DLL) && (pEdict->v.playerclass == TFC_CLASS_ENGINEER))
|
||
|
{
|
||
|
if (pBot->m_rgAmmo[weapon_defs[TF_WEAPON_SPANNER].iAmmo1] >= 130)
|
||
|
{
|
||
|
int aim_index;
|
||
|
|
||
|
aim_index = WaypointFindNearestAiming(waypoints[pBot->curr_waypoint_index].origin);
|
||
|
|
||
|
if (aim_index != -1)
|
||
|
{
|
||
|
Vector v_aim = waypoints[aim_index].origin - waypoints[pBot->curr_waypoint_index].origin;
|
||
|
|
||
|
Vector aim_angles = UTIL_VecToAngles( v_aim );
|
||
|
|
||
|
pEdict->v.ideal_yaw = aim_angles.y;
|
||
|
|
||
|
BotFixIdealYaw(pEdict);
|
||
|
|
||
|
pBot->b_build_sentrygun = TRUE;
|
||
|
|
||
|
pBot->sentrygun_waypoint = pBot->curr_waypoint_index;
|
||
|
|
||
|
pBot->f_look_for_waypoint_time = gpGlobals->time + 5.0;
|
||
|
|
||
|
return TRUE;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// see if this waypoint is a dispenser waypoint...
|
||
|
if ((waypoints[pBot->curr_waypoint_index].flags & W_FL_DISPENSER) &&
|
||
|
(mod_id == TFC_DLL) && (pEdict->v.playerclass == TFC_CLASS_ENGINEER))
|
||
|
{
|
||
|
// does bot have enough metal to build a dispenser?
|
||
|
if (pBot->m_rgAmmo[weapon_defs[TF_WEAPON_SPANNER].iAmmo1] >= 100)
|
||
|
{
|
||
|
int aim_index;
|
||
|
|
||
|
aim_index = WaypointFindNearestAiming(waypoints[pBot->curr_waypoint_index].origin);
|
||
|
|
||
|
if (aim_index != -1)
|
||
|
{
|
||
|
Vector v_aim = waypoints[aim_index].origin - waypoints[pBot->curr_waypoint_index].origin;
|
||
|
|
||
|
Vector aim_angles = UTIL_VecToAngles( v_aim );
|
||
|
|
||
|
pEdict->v.ideal_yaw = aim_angles.y;
|
||
|
|
||
|
BotFixIdealYaw(pEdict);
|
||
|
|
||
|
pBot->b_build_dispenser = TRUE;
|
||
|
|
||
|
pBot->dispenser_waypoint = pBot->curr_waypoint_index;
|
||
|
|
||
|
pBot->f_look_for_waypoint_time = gpGlobals->time + 5.0;
|
||
|
|
||
|
return TRUE;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ((mod_id == FRONTLINE_DLL) &&
|
||
|
(waypoints[pBot->curr_waypoint_index].flags & W_FL_FLF_CAP))
|
||
|
{
|
||
|
// it's a capture point
|
||
|
pent = NULL;
|
||
|
|
||
|
while ((pent = UTIL_FindEntityInSphere( pent, pEdict->v.origin, 100.0 )) != NULL)
|
||
|
{
|
||
|
if (strcmp(STRING(pent->v.classname), "capture_point") == 0)
|
||
|
{
|
||
|
if (pent->v.skin != (1 - team)) // already captured?
|
||
|
return TRUE; // can't do anything here, just return
|
||
|
|
||
|
// turn to face the capture entity
|
||
|
Vector v_aim = pent->v.origin - pEdict->v.origin;
|
||
|
|
||
|
Vector aim_angles = UTIL_VecToAngles( v_aim );
|
||
|
|
||
|
pEdict->v.ideal_yaw = aim_angles.y;
|
||
|
|
||
|
BotFixIdealYaw(pEdict);
|
||
|
|
||
|
return TRUE;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ((mod_id == FRONTLINE_DLL) &&
|
||
|
(waypoints[pBot->curr_waypoint_index].flags & W_FL_FLF_DEFEND))
|
||
|
{
|
||
|
// it's a defend point
|
||
|
|
||
|
int aim_index;
|
||
|
|
||
|
aim_index = WaypointFindNearestAiming(waypoints[pBot->curr_waypoint_index].origin);
|
||
|
|
||
|
if (aim_index != -1)
|
||
|
{
|
||
|
Vector v_aim = waypoints[aim_index].origin - waypoints[pBot->curr_waypoint_index].origin;
|
||
|
|
||
|
Vector aim_angles = UTIL_VecToAngles( v_aim );
|
||
|
|
||
|
pEdict->v.ideal_yaw = aim_angles.y;
|
||
|
|
||
|
BotFixIdealYaw(pEdict);
|
||
|
|
||
|
pBot->f_pause_time = gpGlobals->time + RANDOM_FLOAT(30.0, 45.0);
|
||
|
|
||
|
// fix f_waypoint_time so bot won't think it is stuck
|
||
|
pBot->f_waypoint_time = pBot->f_pause_time;
|
||
|
|
||
|
return TRUE;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// check if the bot is carrying the flag/card/ball...
|
||
|
if (bot_has_flag)
|
||
|
{
|
||
|
pBot->bot_has_flag = TRUE;
|
||
|
|
||
|
// find the nearest flag goal waypoint...
|
||
|
|
||
|
index = WaypointFindNearestGoal(pEdict, pBot->curr_waypoint_index,
|
||
|
team, W_FL_FLAG_GOAL);
|
||
|
|
||
|
pBot->waypoint_goal = index; // goal index or -1
|
||
|
|
||
|
pBot->waypoint_near_flag = FALSE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pBot->bot_has_flag = FALSE;
|
||
|
}
|
||
|
|
||
|
// test special case of bot underwater and close to surface...
|
||
|
if (pBot->pEdict->v.waterlevel == 3)
|
||
|
{
|
||
|
Vector v_src, v_dest;
|
||
|
TraceResult tr;
|
||
|
int contents;
|
||
|
|
||
|
// trace a line straight up 100 units...
|
||
|
v_src = pEdict->v.origin;
|
||
|
v_dest = v_src;
|
||
|
v_dest.z = v_dest.z + 100.0;
|
||
|
|
||
|
// trace a line to destination...
|
||
|
UTIL_TraceLine( v_src, v_dest, ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr );
|
||
|
|
||
|
if (tr.flFraction >= 1.0)
|
||
|
{
|
||
|
// find out what the contents is of the end of the trace...
|
||
|
contents = UTIL_PointContents( tr.vecEndPos );
|
||
|
|
||
|
// check if the trace endpoint is in open space...
|
||
|
if (contents == CONTENTS_EMPTY)
|
||
|
{
|
||
|
// find the nearest visible waypoint
|
||
|
if (mod_id == FRONTLINE_DLL)
|
||
|
i = WaypointFindNearest(tr.vecEndPos, pEdict, 100, pBot->defender);
|
||
|
else
|
||
|
i = WaypointFindNearest(tr.vecEndPos, pEdict, 100, team);
|
||
|
|
||
|
if (i != -1)
|
||
|
{
|
||
|
waypoint_found = TRUE;
|
||
|
pBot->curr_waypoint_index = i;
|
||
|
pBot->waypoint_origin = waypoints[i].origin;
|
||
|
|
||
|
pBot->f_waypoint_time = gpGlobals->time;
|
||
|
|
||
|
// keep trying to exit water for next 3 seconds
|
||
|
pBot->f_exit_water_time = gpGlobals->time + 3.0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if the bot doesn't have a goal waypoint then pick one...
|
||
|
if ((pBot->waypoint_goal == -1) &&
|
||
|
(pBot->f_waypoint_goal_time < gpGlobals->time))
|
||
|
{
|
||
|
// don't pick a goal more often than every 10 seconds...
|
||
|
pBot->f_waypoint_goal_time = gpGlobals->time + 10.0;
|
||
|
|
||
|
pBot->waypoint_near_flag = FALSE;
|
||
|
|
||
|
|
||
|
// IF HEALTH LESS THAN CRITICAL LEVEL, GO FIND HEALTH!!!
|
||
|
|
||
|
// IF AMMO LESS THAN CRITICAL LEVEL, GO FIND AMMO!!!
|
||
|
|
||
|
// GO FIND WEAPONS HERE!!!
|
||
|
|
||
|
|
||
|
if ((mod_id == VALVE_DLL) || (mod_id == DMC_DLL))
|
||
|
{
|
||
|
if (RANDOM_LONG(1, 100) <= 50)
|
||
|
{
|
||
|
index = WaypointFindNearestGoal(pEdict, pBot->curr_waypoint_index,
|
||
|
team, W_FL_WEAPON, pBot->weapon_points);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
int count = 0;
|
||
|
|
||
|
index = -1;
|
||
|
|
||
|
while ((index == -1) && (count < 3))
|
||
|
{
|
||
|
index = WaypointFindRandomGoal(pEdict, team, W_FL_WEAPON, pBot->weapon_points);
|
||
|
count++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (index != -1)
|
||
|
{
|
||
|
pBot->waypoint_goal = index;
|
||
|
|
||
|
pBot->weapon_points[4] = pBot->weapon_points[3];
|
||
|
pBot->weapon_points[3] = pBot->weapon_points[2];
|
||
|
pBot->weapon_points[2] = pBot->weapon_points[1];
|
||
|
pBot->weapon_points[1] = pBot->weapon_points[0];
|
||
|
pBot->weapon_points[0] = pBot->waypoint_goal;
|
||
|
}
|
||
|
}
|
||
|
else if (mod_id == TFC_DLL)
|
||
|
{
|
||
|
if (pEdict->v.playerclass == TFC_CLASS_SNIPER)
|
||
|
{
|
||
|
if (RANDOM_LONG(1, 100) <= 10)
|
||
|
{
|
||
|
// find the nearest flag waypoint...
|
||
|
|
||
|
index = WaypointFindNearestGoal(pEdict, pBot->curr_waypoint_index,
|
||
|
team, W_FL_FLAG);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// find a random sniper waypoint...
|
||
|
|
||
|
index = WaypointFindRandomGoal(pEdict, team, W_FL_SNIPER);
|
||
|
}
|
||
|
|
||
|
if (index != -1)
|
||
|
pBot->waypoint_goal = index;
|
||
|
}
|
||
|
else if (pEdict->v.playerclass == TFC_CLASS_ENGINEER)
|
||
|
{
|
||
|
// is it time to build sentry gun or dispenser yet?
|
||
|
if (pBot->f_engineer_build_time <= gpGlobals->time)
|
||
|
{
|
||
|
int value = RANDOM_LONG(1, 100);
|
||
|
|
||
|
if (((value <= 70) && (pBot->sentrygun_level < 3)) ||
|
||
|
(value <= 40))
|
||
|
{
|
||
|
// build or upgrade a sentry gun...
|
||
|
|
||
|
index = -1;
|
||
|
|
||
|
// do we need more metal to build a sentry gun?
|
||
|
if (pBot->m_rgAmmo[weapon_defs[TF_WEAPON_SPANNER].iAmmo1] < 130)
|
||
|
{
|
||
|
// go find some metal...
|
||
|
index = WaypointFindNearestGoal(pEdict, pBot->curr_waypoint_index,
|
||
|
team, W_FL_ARMOR);
|
||
|
}
|
||
|
else // otherwise we have enough metal...
|
||
|
{
|
||
|
if (pBot->sentrygun_waypoint == -1)
|
||
|
{
|
||
|
// find a random sentry gun waypoint...
|
||
|
|
||
|
index = WaypointFindRandomGoal(pEdict, team, W_FL_SENTRYGUN);
|
||
|
}
|
||
|
else
|
||
|
index = pBot->sentrygun_waypoint;
|
||
|
}
|
||
|
|
||
|
if (index != -1)
|
||
|
pBot->waypoint_goal = index;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// build a dispenser...
|
||
|
index = -1;
|
||
|
|
||
|
// do we need more metal to build a dispenser?
|
||
|
if (pBot->m_rgAmmo[weapon_defs[TF_WEAPON_SPANNER].iAmmo1] < 100)
|
||
|
{
|
||
|
// go find some metal...
|
||
|
index = WaypointFindNearestGoal(pEdict, pBot->curr_waypoint_index,
|
||
|
team, W_FL_ARMOR);
|
||
|
}
|
||
|
else // otherwise we have enough metal...
|
||
|
{
|
||
|
if (pBot->dispenser_waypoint == -1)
|
||
|
{
|
||
|
index = WaypointFindRandomGoal(pEdict, team, W_FL_DISPENSER);
|
||
|
}
|
||
|
else
|
||
|
index = pBot->dispenser_waypoint;
|
||
|
}
|
||
|
|
||
|
if (index != -1)
|
||
|
pBot->waypoint_goal = index;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (RANDOM_LONG(1, 100) <= 20)
|
||
|
{
|
||
|
// find the nearest flag waypoint...
|
||
|
|
||
|
index = WaypointFindNearestGoal(pEdict, pBot->curr_waypoint_index,
|
||
|
team, W_FL_FLAG);
|
||
|
|
||
|
if (index != -1)
|
||
|
pBot->waypoint_goal = index;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (RANDOM_LONG(1, 100) <= 40)
|
||
|
{
|
||
|
// find the nearest flag waypoint...
|
||
|
|
||
|
index = WaypointFindNearestGoal(pEdict, pBot->curr_waypoint_index,
|
||
|
team, W_FL_FLAG);
|
||
|
|
||
|
if (index != -1)
|
||
|
pBot->waypoint_goal = index;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if (mod_id == FRONTLINE_DLL)
|
||
|
{
|
||
|
edict_t *caps[20];
|
||
|
int select, index = 0;
|
||
|
int capture_color;
|
||
|
|
||
|
// find a capture point that hasn't been captured yet...
|
||
|
|
||
|
if (pBot->defender)
|
||
|
capture_color = team; // defenders
|
||
|
else
|
||
|
capture_color = 1 - team; // attackers
|
||
|
|
||
|
pent = NULL;
|
||
|
|
||
|
while ((pent = UTIL_FindEntityByClassname( pent, "capture_point" )) != NULL)
|
||
|
{
|
||
|
if (pent->v.skin != capture_color) // skip it if already captured
|
||
|
continue;
|
||
|
|
||
|
caps[index++] = pent;
|
||
|
}
|
||
|
|
||
|
if (index > 0) // are any capture points left?...
|
||
|
{
|
||
|
if (!pBot->defender) // if attacker...
|
||
|
{
|
||
|
select = RANDOM_LONG(0, index-1);
|
||
|
|
||
|
index = WaypointFindNearestGoal(caps[select]->v.origin, pEdict,
|
||
|
100, pBot->defender, W_FL_FLF_CAP);
|
||
|
|
||
|
if (index != -1)
|
||
|
{
|
||
|
pBot->waypoint_goal = index;
|
||
|
pBot->pCaptureEdict = caps[select];
|
||
|
}
|
||
|
}
|
||
|
else // defender...
|
||
|
{
|
||
|
select = RANDOM_LONG(0, index-1);
|
||
|
|
||
|
index = WaypointFindRandomGoal(caps[select]->v.origin, pEdict,
|
||
|
800, pBot->defender, W_FL_FLF_DEFEND);
|
||
|
|
||
|
if (index != -1)
|
||
|
{
|
||
|
pBot->waypoint_goal = index;
|
||
|
pBot->pCaptureEdict = caps[select];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if (mod_id == HOLYWARS_DLL)
|
||
|
{
|
||
|
if (holywars_gamemode == 0) // deathmatch?
|
||
|
{
|
||
|
if (RANDOM_LONG(1, 100) <= 50)
|
||
|
{
|
||
|
index = WaypointFindNearestGoal(pEdict, pBot->curr_waypoint_index,
|
||
|
team, W_FL_WEAPON, pBot->weapon_points);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
index = WaypointFindRandomGoal(pEdict, team, W_FL_WEAPON, pBot->weapon_points);
|
||
|
}
|
||
|
|
||
|
if (index != -1)
|
||
|
{
|
||
|
pBot->waypoint_goal = index;
|
||
|
|
||
|
pBot->weapon_points[4] = pBot->weapon_points[3];
|
||
|
pBot->weapon_points[3] = pBot->weapon_points[2];
|
||
|
pBot->weapon_points[2] = pBot->weapon_points[1];
|
||
|
pBot->weapon_points[1] = pBot->weapon_points[0];
|
||
|
pBot->weapon_points[0] = pBot->waypoint_goal;
|
||
|
}
|
||
|
}
|
||
|
else if (holywars_gamemode == 1) // halo mode?
|
||
|
{
|
||
|
// if waiting for halo to spawn then head for halo spawn point...
|
||
|
if (halo_status == HW_WAIT_SPAWN)
|
||
|
{
|
||
|
// find the nearest flag waypoint...
|
||
|
|
||
|
index = WaypointFindNearestGoal(pEdict, pBot->curr_waypoint_index,
|
||
|
team, W_FL_FLAG);
|
||
|
|
||
|
if (index != -1)
|
||
|
pBot->waypoint_goal = index;
|
||
|
else
|
||
|
{
|
||
|
// can't get to the halo from here, search for a weapon
|
||
|
|
||
|
index = WaypointFindNearestGoal(pEdict, pBot->curr_waypoint_index,
|
||
|
team, W_FL_WEAPON);
|
||
|
|
||
|
if (index != -1)
|
||
|
pBot->waypoint_goal = index;
|
||
|
}
|
||
|
}
|
||
|
else // there's already a saint, search for a weapon...
|
||
|
{
|
||
|
if (RANDOM_LONG(1, 100) <= 50)
|
||
|
{
|
||
|
index = WaypointFindNearestGoal(pEdict, pBot->curr_waypoint_index,
|
||
|
team, W_FL_WEAPON, pBot->weapon_points);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
index = WaypointFindRandomGoal(pEdict, team, W_FL_WEAPON, pBot->weapon_points);
|
||
|
}
|
||
|
|
||
|
if (index != -1)
|
||
|
{
|
||
|
pBot->waypoint_goal = index;
|
||
|
|
||
|
pBot->weapon_points[4] = pBot->weapon_points[3];
|
||
|
pBot->weapon_points[3] = pBot->weapon_points[2];
|
||
|
pBot->weapon_points[2] = pBot->weapon_points[1];
|
||
|
pBot->weapon_points[1] = pBot->weapon_points[0];
|
||
|
pBot->weapon_points[0] = pBot->waypoint_goal;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else // assume instagib...
|
||
|
{
|
||
|
// don't do anything, just randomly wander around
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// check if the bot has a goal waypoint...
|
||
|
if (pBot->waypoint_goal != -1)
|
||
|
{
|
||
|
// get the next waypoint to reach goal...
|
||
|
if (mod_id == FRONTLINE_DLL)
|
||
|
{
|
||
|
i = WaypointRouteFromTo(pBot->curr_waypoint_index,
|
||
|
pBot->waypoint_goal, pBot->defender);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
i = WaypointRouteFromTo(pBot->curr_waypoint_index,
|
||
|
pBot->waypoint_goal, team);
|
||
|
}
|
||
|
|
||
|
if (i != WAYPOINT_UNREACHABLE) // can we get to the goal from here?
|
||
|
{
|
||
|
waypoint_found = TRUE;
|
||
|
pBot->curr_waypoint_index = i;
|
||
|
pBot->waypoint_origin = waypoints[i].origin;
|
||
|
|
||
|
pBot->f_waypoint_time = gpGlobals->time;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (waypoint_found == FALSE)
|
||
|
{
|
||
|
index = 4;
|
||
|
|
||
|
// try to find the next waypoint
|
||
|
while (((status = BotFindWaypoint( pBot )) == FALSE) &&
|
||
|
(index > 0))
|
||
|
{
|
||
|
// if waypoint not found, clear oldest prevous index and try again
|
||
|
|
||
|
pBot->prev_waypoint_index[index] = -1;
|
||
|
index--;
|
||
|
}
|
||
|
|
||
|
if (status == FALSE)
|
||
|
{
|
||
|
pBot->curr_waypoint_index = -1; // indicate no waypoint found
|
||
|
|
||
|
// clear all previous waypoints...
|
||
|
for (index=0; index < 5; index++)
|
||
|
pBot->prev_waypoint_index[index] = -1;
|
||
|
|
||
|
return FALSE;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// check if the next waypoint is on a ladder AND
|
||
|
// the bot it not currently on a ladder...
|
||
|
if ((waypoints[pBot->curr_waypoint_index].flags & W_FL_LADDER) &&
|
||
|
(pEdict->v.movetype != MOVETYPE_FLY))
|
||
|
{
|
||
|
// if it's origin is lower than the bot...
|
||
|
if (waypoints[pBot->curr_waypoint_index].origin.z < pEdict->v.origin.z)
|
||
|
{
|
||
|
pBot->waypoint_top_of_ladder = TRUE;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pBot->waypoint_top_of_ladder = FALSE;
|
||
|
}
|
||
|
|
||
|
// keep turning towards the waypoint...
|
||
|
|
||
|
Vector v_direction = pBot->waypoint_origin - pEdict->v.origin;
|
||
|
|
||
|
Vector v_angles = UTIL_VecToAngles(v_direction);
|
||
|
|
||
|
// if the bot is NOT on a ladder, change the yaw...
|
||
|
if (pEdict->v.movetype != MOVETYPE_FLY)
|
||
|
{
|
||
|
pEdict->v.idealpitch = -v_angles.x;
|
||
|
BotFixIdealPitch(pEdict);
|
||
|
|
||
|
pEdict->v.ideal_yaw = v_angles.y;
|
||
|
BotFixIdealYaw(pEdict);
|
||
|
}
|
||
|
|
||
|
return TRUE;
|
||
|
}
|
||
|
|
||
|
|
||
|
void BotOnLadder( bot_t *pBot, float moved_distance )
|
||
|
{
|
||
|
Vector v_src, v_dest, view_angles;
|
||
|
TraceResult tr;
|
||
|
float angle = 0.0;
|
||
|
bool done = FALSE;
|
||
|
|
||
|
edict_t *pEdict = pBot->pEdict;
|
||
|
|
||
|
// check if the bot has JUST touched this ladder...
|
||
|
if (pBot->ladder_dir == LADDER_UNKNOWN)
|
||
|
{
|
||
|
// try to square up the bot on the ladder...
|
||
|
while ((!done) && (angle < 180.0))
|
||
|
{
|
||
|
// try looking in one direction (forward + angle)
|
||
|
view_angles = pEdict->v.v_angle;
|
||
|
view_angles.y = pEdict->v.v_angle.y + angle;
|
||
|
|
||
|
if (view_angles.y < 0.0)
|
||
|
view_angles.y += 360.0;
|
||
|
if (view_angles.y > 360.0)
|
||
|
view_angles.y -= 360.0;
|
||
|
|
||
|
UTIL_MakeVectors( view_angles );
|
||
|
|
||
|
v_src = pEdict->v.origin + pEdict->v.view_ofs;
|
||
|
v_dest = v_src + gpGlobals->v_forward * 30;
|
||
|
|
||
|
UTIL_TraceLine( v_src, v_dest, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr);
|
||
|
|
||
|
if (tr.flFraction < 1.0) // hit something?
|
||
|
{
|
||
|
if (strcmp("func_wall", STRING(tr.pHit->v.classname)) == 0)
|
||
|
{
|
||
|
// square up to the wall...
|
||
|
view_angles = UTIL_VecToAngles(tr.vecPlaneNormal);
|
||
|
|
||
|
// Normal comes OUT from wall, so flip it around...
|
||
|
view_angles.y += 180;
|
||
|
|
||
|
if (view_angles.y > 180)
|
||
|
view_angles.y -= 360;
|
||
|
|
||
|
pEdict->v.ideal_yaw = view_angles.y;
|
||
|
|
||
|
BotFixIdealYaw(pEdict);
|
||
|
|
||
|
done = TRUE;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// try looking in the other direction (forward - angle)
|
||
|
view_angles = pEdict->v.v_angle;
|
||
|
view_angles.y = pEdict->v.v_angle.y - angle;
|
||
|
|
||
|
if (view_angles.y < 0.0)
|
||
|
view_angles.y += 360.0;
|
||
|
if (view_angles.y > 360.0)
|
||
|
view_angles.y -= 360.0;
|
||
|
|
||
|
UTIL_MakeVectors( view_angles );
|
||
|
|
||
|
v_src = pEdict->v.origin + pEdict->v.view_ofs;
|
||
|
v_dest = v_src + gpGlobals->v_forward * 30;
|
||
|
|
||
|
UTIL_TraceLine( v_src, v_dest, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr);
|
||
|
|
||
|
if (tr.flFraction < 1.0) // hit something?
|
||
|
{
|
||
|
if (strcmp("func_wall", STRING(tr.pHit->v.classname)) == 0)
|
||
|
{
|
||
|
// square up to the wall...
|
||
|
view_angles = UTIL_VecToAngles(tr.vecPlaneNormal);
|
||
|
|
||
|
// Normal comes OUT from wall, so flip it around...
|
||
|
view_angles.y += 180;
|
||
|
|
||
|
if (view_angles.y > 180)
|
||
|
view_angles.y -= 360;
|
||
|
|
||
|
pEdict->v.ideal_yaw = view_angles.y;
|
||
|
|
||
|
BotFixIdealYaw(pEdict);
|
||
|
|
||
|
done = TRUE;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
angle += 10;
|
||
|
}
|
||
|
|
||
|
if (!done) // if didn't find a wall, just reset ideal_yaw...
|
||
|
{
|
||
|
// set ideal_yaw to current yaw (so bot won't keep turning)
|
||
|
pEdict->v.ideal_yaw = pEdict->v.v_angle.y;
|
||
|
|
||
|
BotFixIdealYaw(pEdict);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// moves the bot up or down a ladder. if the bot can't move
|
||
|
// (i.e. get's stuck with someone else on ladder), the bot will
|
||
|
// change directions and go the other way on the ladder.
|
||
|
|
||
|
if (pBot->ladder_dir == LADDER_UP) // is the bot currently going up?
|
||
|
{
|
||
|
pEdict->v.v_angle.x = -60; // look upwards
|
||
|
|
||
|
// check if the bot hasn't moved much since the last location...
|
||
|
if ((moved_distance <= 1) && (pBot->f_prev_speed >= 1.0))
|
||
|
{
|
||
|
// the bot must be stuck, change directions...
|
||
|
|
||
|
pEdict->v.v_angle.x = 60; // look downwards
|
||
|
pBot->ladder_dir = LADDER_DOWN;
|
||
|
}
|
||
|
}
|
||
|
else if (pBot->ladder_dir == LADDER_DOWN) // is the bot currently going down?
|
||
|
{
|
||
|
pEdict->v.v_angle.x = 60; // look downwards
|
||
|
|
||
|
// check if the bot hasn't moved much since the last location...
|
||
|
if ((moved_distance <= 1) && (pBot->f_prev_speed >= 1.0))
|
||
|
{
|
||
|
// the bot must be stuck, change directions...
|
||
|
|
||
|
pEdict->v.v_angle.x = -60; // look upwards
|
||
|
pBot->ladder_dir = LADDER_UP;
|
||
|
}
|
||
|
}
|
||
|
else // the bot hasn't picked a direction yet, try going up...
|
||
|
{
|
||
|
pEdict->v.v_angle.x = -60; // look upwards
|
||
|
pBot->ladder_dir = LADDER_UP;
|
||
|
}
|
||
|
|
||
|
// move forward (i.e. in the direction the bot is looking, up or down)
|
||
|
pEdict->v.button |= IN_FORWARD;
|
||
|
}
|
||
|
|
||
|
|
||
|
void BotUnderWater( bot_t *pBot )
|
||
|
{
|
||
|
bool found_waypoint = FALSE;
|
||
|
|
||
|
edict_t *pEdict = pBot->pEdict;
|
||
|
|
||
|
// are there waypoints in this level (and not trying to exit water)?
|
||
|
if ((num_waypoints > 0) &&
|
||
|
(pBot->f_exit_water_time < gpGlobals->time))
|
||
|
{
|
||
|
// head towards a waypoint
|
||
|
found_waypoint = BotHeadTowardWaypoint(pBot);
|
||
|
}
|
||
|
|
||
|
if (found_waypoint == FALSE)
|
||
|
{
|
||
|
// handle movements under water. right now, just try to keep from
|
||
|
// drowning by swimming up towards the surface and look to see if
|
||
|
// there is a surface the bot can jump up onto to get out of the
|
||
|
// water. bots DON'T like water!
|
||
|
|
||
|
Vector v_src, v_forward;
|
||
|
TraceResult tr;
|
||
|
int contents;
|
||
|
|
||
|
// swim up towards the surface
|
||
|
pEdict->v.v_angle.x = -60; // look upwards
|
||
|
|
||
|
// move forward (i.e. in the direction the bot is looking, up or down)
|
||
|
pEdict->v.button |= IN_FORWARD;
|
||
|
|
||
|
// set gpGlobals angles based on current view angle (for TraceLine)
|
||
|
UTIL_MakeVectors( pEdict->v.v_angle );
|
||
|
|
||
|
// look from eye position straight forward (remember: the bot is looking
|
||
|
// upwards at a 60 degree angle so TraceLine will go out and up...
|
||
|
|
||
|
v_src = pEdict->v.origin + pEdict->v.view_ofs; // EyePosition()
|
||
|
v_forward = v_src + gpGlobals->v_forward * 90;
|
||
|
|
||
|
// trace from the bot's eyes straight forward...
|
||
|
UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr);
|
||
|
|
||
|
// check if the trace didn't hit anything (i.e. nothing in the way)...
|
||
|
if (tr.flFraction >= 1.0)
|
||
|
{
|
||
|
// find out what the contents is of the end of the trace...
|
||
|
contents = UTIL_PointContents( tr.vecEndPos );
|
||
|
|
||
|
// check if the trace endpoint is in open space...
|
||
|
if (contents == CONTENTS_EMPTY)
|
||
|
{
|
||
|
// ok so far, we are at the surface of the water, continue...
|
||
|
|
||
|
v_src = tr.vecEndPos;
|
||
|
v_forward = v_src;
|
||
|
v_forward.z -= 90;
|
||
|
|
||
|
// trace from the previous end point straight down...
|
||
|
UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr);
|
||
|
|
||
|
// check if the trace hit something...
|
||
|
if (tr.flFraction < 1.0)
|
||
|
{
|
||
|
contents = UTIL_PointContents( tr.vecEndPos );
|
||
|
|
||
|
// if contents isn't water then assume it's land, jump!
|
||
|
if (contents != CONTENTS_WATER)
|
||
|
{
|
||
|
pEdict->v.button |= IN_JUMP;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void BotUseLift( bot_t *pBot, float moved_distance )
|
||
|
{
|
||
|
edict_t *pEdict = pBot->pEdict;
|
||
|
|
||
|
// just need to press the button once, when the flag gets set...
|
||
|
if (pBot->f_use_button_time == gpGlobals->time)
|
||
|
{
|
||
|
pEdict->v.button = IN_USE;
|
||
|
|
||
|
// face opposite from the button
|
||
|
pEdict->v.ideal_yaw += 180; // rotate 180 degrees
|
||
|
|
||
|
BotFixIdealYaw(pEdict);
|
||
|
}
|
||
|
|
||
|
// check if the bot has waited too long for the lift to move...
|
||
|
if (((pBot->f_use_button_time + 2.0) < gpGlobals->time) &&
|
||
|
(!pBot->b_lift_moving))
|
||
|
{
|
||
|
// clear use button flag
|
||
|
pBot->b_use_button = FALSE;
|
||
|
|
||
|
// bot doesn't have to set f_find_item since the bot
|
||
|
// should already be facing away from the button
|
||
|
|
||
|
pBot->f_move_speed = pBot->f_max_speed;
|
||
|
}
|
||
|
|
||
|
// check if lift has started moving...
|
||
|
if ((moved_distance > 1) && (!pBot->b_lift_moving))
|
||
|
{
|
||
|
pBot->b_lift_moving = TRUE;
|
||
|
}
|
||
|
|
||
|
// check if lift has stopped moving...
|
||
|
if ((moved_distance <= 1) && (pBot->b_lift_moving))
|
||
|
{
|
||
|
TraceResult tr1, tr2;
|
||
|
Vector v_src, v_forward, v_right, v_left;
|
||
|
Vector v_down, v_forward_down, v_right_down, v_left_down;
|
||
|
|
||
|
pBot->b_use_button = FALSE;
|
||
|
|
||
|
// TraceLines in 4 directions to find which way to go...
|
||
|
|
||
|
UTIL_MakeVectors( pEdict->v.v_angle );
|
||
|
|
||
|
v_src = pEdict->v.origin + pEdict->v.view_ofs;
|
||
|
v_forward = v_src + gpGlobals->v_forward * 90;
|
||
|
v_right = v_src + gpGlobals->v_right * 90;
|
||
|
v_left = v_src + gpGlobals->v_right * -90;
|
||
|
|
||
|
v_down = pEdict->v.v_angle;
|
||
|
v_down.x = v_down.x + 45; // look down at 45 degree angle
|
||
|
|
||
|
UTIL_MakeVectors( v_down );
|
||
|
|
||
|
v_forward_down = v_src + gpGlobals->v_forward * 100;
|
||
|
v_right_down = v_src + gpGlobals->v_right * 100;
|
||
|
v_left_down = v_src + gpGlobals->v_right * -100;
|
||
|
|
||
|
// try tracing forward first...
|
||
|
UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr1);
|
||
|
UTIL_TraceLine( v_src, v_forward_down, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr2);
|
||
|
|
||
|
// check if we hit a wall or didn't find a floor...
|
||
|
if ((tr1.flFraction < 1.0) || (tr2.flFraction >= 1.0))
|
||
|
{
|
||
|
// try tracing to the RIGHT side next...
|
||
|
UTIL_TraceLine( v_src, v_right, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr1);
|
||
|
UTIL_TraceLine( v_src, v_right_down, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr2);
|
||
|
|
||
|
// check if we hit a wall or didn't find a floor...
|
||
|
if ((tr1.flFraction < 1.0) || (tr2.flFraction >= 1.0))
|
||
|
{
|
||
|
// try tracing to the LEFT side next...
|
||
|
UTIL_TraceLine( v_src, v_left, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr1);
|
||
|
UTIL_TraceLine( v_src, v_left_down, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr2);
|
||
|
|
||
|
// check if we hit a wall or didn't find a floor...
|
||
|
if ((tr1.flFraction < 1.0) || (tr2.flFraction >= 1.0))
|
||
|
{
|
||
|
// only thing to do is turn around...
|
||
|
pEdict->v.ideal_yaw += 180; // turn all the way around
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pEdict->v.ideal_yaw += 90; // turn to the LEFT
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pEdict->v.ideal_yaw -= 90; // turn to the RIGHT
|
||
|
}
|
||
|
|
||
|
BotFixIdealYaw(pEdict);
|
||
|
}
|
||
|
|
||
|
BotChangeYaw( pBot, pEdict->v.yaw_speed );
|
||
|
|
||
|
pBot->f_move_speed = pBot->f_max_speed;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
bool BotStuckInCorner( bot_t *pBot )
|
||
|
{
|
||
|
TraceResult tr;
|
||
|
Vector v_src, v_dest;
|
||
|
edict_t *pEdict = pBot->pEdict;
|
||
|
|
||
|
UTIL_MakeVectors( pEdict->v.v_angle );
|
||
|
|
||
|
// trace 45 degrees to the right...
|
||
|
v_src = pEdict->v.origin;
|
||
|
v_dest = v_src + gpGlobals->v_forward*20 + gpGlobals->v_right*20;
|
||
|
|
||
|
UTIL_TraceLine( v_src, v_dest, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr);
|
||
|
|
||
|
if (tr.flFraction >= 1.0)
|
||
|
return FALSE; // no wall, so not in a corner
|
||
|
|
||
|
// trace 45 degrees to the left...
|
||
|
v_src = pEdict->v.origin;
|
||
|
v_dest = v_src + gpGlobals->v_forward*20 - gpGlobals->v_right*20;
|
||
|
|
||
|
UTIL_TraceLine( v_src, v_dest, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr);
|
||
|
|
||
|
if (tr.flFraction >= 1.0)
|
||
|
return FALSE; // no wall, so not in a corner
|
||
|
|
||
|
return TRUE; // bot is in a corner
|
||
|
}
|
||
|
|
||
|
|
||
|
void BotTurnAtWall( bot_t *pBot, TraceResult *tr, bool negative )
|
||
|
{
|
||
|
edict_t *pEdict = pBot->pEdict;
|
||
|
Vector Normal;
|
||
|
float Y, Y1, Y2, D1, D2, Z;
|
||
|
|
||
|
// Find the normal vector from the trace result. The normal vector will
|
||
|
// be a vector that is perpendicular to the surface from the TraceResult.
|
||
|
|
||
|
Normal = UTIL_VecToAngles(tr->vecPlaneNormal);
|
||
|
|
||
|
// Since the bot keeps it's view angle in -180 < x < 180 degrees format,
|
||
|
// and since TraceResults are 0 < x < 360, we convert the bot's view
|
||
|
// angle (yaw) to the same format at TraceResult.
|
||
|
|
||
|
Y = pEdict->v.v_angle.y;
|
||
|
Y = Y + 180;
|
||
|
if (Y > 359) Y -= 360;
|
||
|
|
||
|
if (negative)
|
||
|
{
|
||
|
// Turn the normal vector around 180 degrees (i.e. make it point towards
|
||
|
// the wall not away from it. That makes finding the angles that the
|
||
|
// bot needs to turn a little easier.
|
||
|
|
||
|
Normal.y = Normal.y - 180;
|
||
|
}
|
||
|
|
||
|
if (Normal.y < 0)
|
||
|
Normal.y += 360;
|
||
|
|
||
|
// Here we compare the bots view angle (Y) to the Normal - 90 degrees (Y1)
|
||
|
// and the Normal + 90 degrees (Y2). These two angles (Y1 & Y2) represent
|
||
|
// angles that are parallel to the wall surface, but heading in opposite
|
||
|
// directions. We want the bot to choose the one that will require the
|
||
|
// least amount of turning (saves time) and have the bot head off in that
|
||
|
// direction.
|
||
|
|
||
|
Y1 = Normal.y - 90;
|
||
|
if (RANDOM_LONG(1, 100) <= 50)
|
||
|
{
|
||
|
Y1 = Y1 - RANDOM_FLOAT(5.0, 20.0);
|
||
|
}
|
||
|
if (Y1 < 0) Y1 += 360;
|
||
|
|
||
|
Y2 = Normal.y + 90;
|
||
|
if (RANDOM_LONG(1, 100) <= 50)
|
||
|
{
|
||
|
Y2 = Y2 + RANDOM_FLOAT(5.0, 20.0);
|
||
|
}
|
||
|
if (Y2 > 359) Y2 -= 360;
|
||
|
|
||
|
// D1 and D2 are the difference (in degrees) between the bot's current
|
||
|
// angle and Y1 or Y2 (respectively).
|
||
|
|
||
|
D1 = fabs(Y - Y1);
|
||
|
if (D1 > 179) D1 = fabs(D1 - 360);
|
||
|
D2 = fabs(Y - Y2);
|
||
|
if (D2 > 179) D2 = fabs(D2 - 360);
|
||
|
|
||
|
// If difference 1 (D1) is more than difference 2 (D2) then the bot will
|
||
|
// have to turn LESS if it heads in direction Y1 otherwise, head in
|
||
|
// direction Y2. I know this seems backwards, but try some sample angles
|
||
|
// out on some graph paper and go through these equations using a
|
||
|
// calculator, you'll see what I mean.
|
||
|
|
||
|
if (D1 > D2)
|
||
|
Z = Y1;
|
||
|
else
|
||
|
Z = Y2;
|
||
|
|
||
|
// convert from TraceResult 0 to 360 degree format back to bot's
|
||
|
// -180 to 180 degree format.
|
||
|
|
||
|
if (Z > 180)
|
||
|
Z -= 360;
|
||
|
|
||
|
// set the direction to head off into...
|
||
|
pEdict->v.ideal_yaw = Z;
|
||
|
|
||
|
BotFixIdealYaw(pEdict);
|
||
|
}
|
||
|
|
||
|
|
||
|
bool BotCantMoveForward( bot_t *pBot, TraceResult *tr )
|
||
|
{
|
||
|
edict_t *pEdict = pBot->pEdict;
|
||
|
|
||
|
// use some TraceLines to determine if anything is blocking the current
|
||
|
// path of the bot.
|
||
|
|
||
|
Vector v_src, v_forward;
|
||
|
|
||
|
UTIL_MakeVectors( pEdict->v.v_angle );
|
||
|
|
||
|
// first do a trace from the bot's eyes forward...
|
||
|
|
||
|
v_src = pEdict->v.origin + pEdict->v.view_ofs; // EyePosition()
|
||
|
v_forward = v_src + gpGlobals->v_forward * 40;
|
||
|
|
||
|
// trace from the bot's eyes straight forward...
|
||
|
UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, tr);
|
||
|
|
||
|
// check if the trace hit something...
|
||
|
if (tr->flFraction < 1.0)
|
||
|
{
|
||
|
return TRUE; // bot's head will hit something
|
||
|
}
|
||
|
|
||
|
// bot's head is clear, check at waist level...
|
||
|
|
||
|
v_src = pEdict->v.origin;
|
||
|
v_forward = v_src + gpGlobals->v_forward * 40;
|
||
|
|
||
|
// trace from the bot's waist straight forward...
|
||
|
UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, tr);
|
||
|
|
||
|
// check if the trace hit something...
|
||
|
if (tr->flFraction < 1.0)
|
||
|
{
|
||
|
return TRUE; // bot's body will hit something
|
||
|
}
|
||
|
|
||
|
return FALSE; // bot can move forward, return false
|
||
|
}
|
||
|
|
||
|
|
||
|
bool BotCanJumpUp( bot_t *pBot, bool *bDuckJump)
|
||
|
{
|
||
|
// What I do here is trace 3 lines straight out, one unit higher than
|
||
|
// the highest normal jumping distance. I trace once at the center of
|
||
|
// the body, once at the right side, and once at the left side. If all
|
||
|
// three of these TraceLines don't hit an obstruction then I know the
|
||
|
// area to jump to is clear. I then need to trace from head level,
|
||
|
// above where the bot will jump to, downward to see if there is anything
|
||
|
// blocking the jump. There could be a narrow opening that the body
|
||
|
// will not fit into. These horizontal and vertical TraceLines seem
|
||
|
// to catch most of the problems with falsely trying to jump on something
|
||
|
// that the bot can not get onto.
|
||
|
|
||
|
TraceResult tr;
|
||
|
bool check_duck = FALSE;
|
||
|
Vector v_jump, v_source, v_dest;
|
||
|
edict_t *pEdict = pBot->pEdict;
|
||
|
|
||
|
*bDuckJump = FALSE;
|
||
|
|
||
|
// convert current view angle to vectors for TraceLine math...
|
||
|
|
||
|
v_jump = pEdict->v.v_angle;
|
||
|
v_jump.x = 0; // reset pitch to 0 (level horizontally)
|
||
|
v_jump.z = 0; // reset roll to 0 (straight up and down)
|
||
|
|
||
|
UTIL_MakeVectors( v_jump );
|
||
|
|
||
|
// use center of the body first...
|
||
|
|
||
|
// maximum normal jump height is 45, so check one unit above that (46)
|
||
|
v_source = pEdict->v.origin + Vector(0, 0, -36 + 46);
|
||
|
v_dest = v_source + gpGlobals->v_forward * 24;
|
||
|
|
||
|
// trace a line forward at maximum jump height...
|
||
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr);
|
||
|
|
||
|
// if trace hit something, check duck jump...
|
||
|
if (tr.flFraction < 1.0)
|
||
|
check_duck = TRUE;
|
||
|
|
||
|
if (!check_duck)
|
||
|
{
|
||
|
// now check same height to one side of the bot...
|
||
|
v_source = pEdict->v.origin + gpGlobals->v_right * 16 + Vector(0, 0, -36 + 46);
|
||
|
v_dest = v_source + gpGlobals->v_forward * 24;
|
||
|
|
||
|
// trace a line forward at maximum jump height...
|
||
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr);
|
||
|
|
||
|
// if trace hit something, check duck jump...
|
||
|
if (tr.flFraction < 1.0)
|
||
|
check_duck = TRUE;
|
||
|
}
|
||
|
|
||
|
if (!check_duck)
|
||
|
{
|
||
|
// now check same height on the other side of the bot...
|
||
|
v_source = pEdict->v.origin + gpGlobals->v_right * -16 + Vector(0, 0, -36 + 46);
|
||
|
v_dest = v_source + gpGlobals->v_forward * 24;
|
||
|
|
||
|
// trace a line forward at maximum jump height...
|
||
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr);
|
||
|
|
||
|
// if trace hit something, check duck jump...
|
||
|
if (tr.flFraction < 1.0)
|
||
|
check_duck = TRUE;
|
||
|
}
|
||
|
|
||
|
if (check_duck)
|
||
|
{
|
||
|
// maximum crouch jump height is 63, so check one unit above that (64)
|
||
|
v_source = pEdict->v.origin + Vector(0, 0, -36 + 64);
|
||
|
v_dest = v_source + gpGlobals->v_forward * 24;
|
||
|
|
||
|
// trace a line forward at maximum jump height...
|
||
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr);
|
||
|
|
||
|
// if trace hit something, return FALSE
|
||
|
if (tr.flFraction < 1.0)
|
||
|
return FALSE;
|
||
|
|
||
|
// now check same height on the other side of the bot...
|
||
|
v_source = pEdict->v.origin + gpGlobals->v_right * -16 + Vector(0, 0, -36 + 64);
|
||
|
v_dest = v_source + gpGlobals->v_forward * 24;
|
||
|
|
||
|
// trace a line forward at maximum jump height...
|
||
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr);
|
||
|
|
||
|
// if trace hit something, return FALSE
|
||
|
if (tr.flFraction < 1.0)
|
||
|
return FALSE;
|
||
|
|
||
|
// now check same height on the other side of the bot...
|
||
|
v_source = pEdict->v.origin + gpGlobals->v_right * -16 + Vector(0, 0, -36 + 64);
|
||
|
v_dest = v_source + gpGlobals->v_forward * 24;
|
||
|
|
||
|
// trace a line forward at maximum jump height...
|
||
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr);
|
||
|
|
||
|
// if trace hit something, return FALSE
|
||
|
if (tr.flFraction < 1.0)
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
// now trace from head level downward to check for obstructions...
|
||
|
|
||
|
// start of trace is 24 units in front of bot...
|
||
|
v_source = pEdict->v.origin + gpGlobals->v_forward * 24;
|
||
|
|
||
|
if (check_duck)
|
||
|
// offset 36 units if crouch-jump (36 + 36)
|
||
|
v_source.z = v_source.z + 72;
|
||
|
else
|
||
|
// offset 72 units from top of head (72 + 36)
|
||
|
v_source.z = v_source.z + 108;
|
||
|
|
||
|
|
||
|
if (check_duck)
|
||
|
// end point of trace is 27 units straight down from start...
|
||
|
// (27 is 72 minus the jump limit height which is 63 - 18 = 45)
|
||
|
v_dest = v_source + Vector(0, 0, -27);
|
||
|
else
|
||
|
// end point of trace is 99 units straight down from start...
|
||
|
// (99 is 108 minus the jump limit height which is 45 - 36 = 9)
|
||
|
v_dest = v_source + Vector(0, 0, -99);
|
||
|
|
||
|
|
||
|
// trace a line straight down toward the ground...
|
||
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr);
|
||
|
|
||
|
// if trace hit something, return FALSE
|
||
|
if (tr.flFraction < 1.0)
|
||
|
return FALSE;
|
||
|
|
||
|
// now check same height to one side of the bot...
|
||
|
v_source = pEdict->v.origin + gpGlobals->v_right * 16 + gpGlobals->v_forward * 24;
|
||
|
|
||
|
if (check_duck)
|
||
|
v_source.z = v_source.z + 72;
|
||
|
else
|
||
|
v_source.z = v_source.z + 108;
|
||
|
|
||
|
if (check_duck)
|
||
|
v_dest = v_source + Vector(0, 0, -27);
|
||
|
else
|
||
|
v_dest = v_source + Vector(0, 0, -99);
|
||
|
|
||
|
// trace a line straight down toward the ground...
|
||
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr);
|
||
|
|
||
|
// if trace hit something, return FALSE
|
||
|
if (tr.flFraction < 1.0)
|
||
|
return FALSE;
|
||
|
|
||
|
// now check same height on the other side of the bot...
|
||
|
v_source = pEdict->v.origin + gpGlobals->v_right * -16 + gpGlobals->v_forward * 24;
|
||
|
|
||
|
if (check_duck)
|
||
|
v_source.z = v_source.z + 72;
|
||
|
else
|
||
|
v_source.z = v_source.z + 108;
|
||
|
|
||
|
if (check_duck)
|
||
|
v_dest = v_source + Vector(0, 0, -27);
|
||
|
else
|
||
|
v_dest = v_source + Vector(0, 0, -99);
|
||
|
|
||
|
// trace a line straight down toward the ground...
|
||
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr);
|
||
|
|
||
|
// if trace hit something, return FALSE
|
||
|
if (tr.flFraction < 1.0)
|
||
|
return FALSE;
|
||
|
|
||
|
return TRUE;
|
||
|
}
|
||
|
|
||
|
|
||
|
bool BotCanDuckUnder( bot_t *pBot )
|
||
|
{
|
||
|
// What I do here is trace 3 lines straight out, one unit higher than
|
||
|
// the ducking height. I trace once at the center of the body, once
|
||
|
// at the right side, and once at the left side. If all three of these
|
||
|
// TraceLines don't hit an obstruction then I know the area to duck to
|
||
|
// is clear. I then need to trace from the ground up, 72 units, to make
|
||
|
// sure that there is something blocking the TraceLine. Then we know
|
||
|
// we can duck under it.
|
||
|
|
||
|
TraceResult tr;
|
||
|
Vector v_duck, v_source, v_dest;
|
||
|
edict_t *pEdict = pBot->pEdict;
|
||
|
|
||
|
// convert current view angle to vectors for TraceLine math...
|
||
|
|
||
|
v_duck = pEdict->v.v_angle;
|
||
|
v_duck.x = 0; // reset pitch to 0 (level horizontally)
|
||
|
v_duck.z = 0; // reset roll to 0 (straight up and down)
|
||
|
|
||
|
UTIL_MakeVectors( v_duck );
|
||
|
|
||
|
// use center of the body first...
|
||
|
|
||
|
// duck height is 36, so check one unit above that (37)
|
||
|
v_source = pEdict->v.origin + Vector(0, 0, -36 + 37);
|
||
|
v_dest = v_source + gpGlobals->v_forward * 24;
|
||
|
|
||
|
// trace a line forward at duck height...
|
||
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr);
|
||
|
|
||
|
// if trace hit something, return FALSE
|
||
|
if (tr.flFraction < 1.0)
|
||
|
return FALSE;
|
||
|
|
||
|
// now check same height to one side of the bot...
|
||
|
v_source = pEdict->v.origin + gpGlobals->v_right * 16 + Vector(0, 0, -36 + 37);
|
||
|
v_dest = v_source + gpGlobals->v_forward * 24;
|
||
|
|
||
|
// trace a line forward at duck height...
|
||
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr);
|
||
|
|
||
|
// if trace hit something, return FALSE
|
||
|
if (tr.flFraction < 1.0)
|
||
|
return FALSE;
|
||
|
|
||
|
// now check same height on the other side of the bot...
|
||
|
v_source = pEdict->v.origin + gpGlobals->v_right * -16 + Vector(0, 0, -36 + 37);
|
||
|
v_dest = v_source + gpGlobals->v_forward * 24;
|
||
|
|
||
|
// trace a line forward at duck height...
|
||
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr);
|
||
|
|
||
|
// if trace hit something, return FALSE
|
||
|
if (tr.flFraction < 1.0)
|
||
|
return FALSE;
|
||
|
|
||
|
// now trace from the ground up to check for object to duck under...
|
||
|
|
||
|
// start of trace is 24 units in front of bot near ground...
|
||
|
v_source = pEdict->v.origin + gpGlobals->v_forward * 24;
|
||
|
v_source.z = v_source.z - 35; // offset to feet + 1 unit up
|
||
|
|
||
|
// end point of trace is 72 units straight up from start...
|
||
|
v_dest = v_source + Vector(0, 0, 72);
|
||
|
|
||
|
// trace a line straight up in the air...
|
||
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr);
|
||
|
|
||
|
// if trace didn't hit something, return FALSE
|
||
|
if (tr.flFraction >= 1.0)
|
||
|
return FALSE;
|
||
|
|
||
|
// now check same height to one side of the bot...
|
||
|
v_source = pEdict->v.origin + gpGlobals->v_right * 16 + gpGlobals->v_forward * 24;
|
||
|
v_source.z = v_source.z - 35; // offset to feet + 1 unit up
|
||
|
v_dest = v_source + Vector(0, 0, 72);
|
||
|
|
||
|
// trace a line straight up in the air...
|
||
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr);
|
||
|
|
||
|
// if trace didn't hit something, return FALSE
|
||
|
if (tr.flFraction >= 1.0)
|
||
|
return FALSE;
|
||
|
|
||
|
// now check same height on the other side of the bot...
|
||
|
v_source = pEdict->v.origin + gpGlobals->v_right * -16 + gpGlobals->v_forward * 24;
|
||
|
v_source.z = v_source.z - 35; // offset to feet + 1 unit up
|
||
|
v_dest = v_source + Vector(0, 0, 72);
|
||
|
|
||
|
// trace a line straight up in the air...
|
||
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr);
|
||
|
|
||
|
// if trace didn't hit something, return FALSE
|
||
|
if (tr.flFraction >= 1.0)
|
||
|
return FALSE;
|
||
|
|
||
|
return TRUE;
|
||
|
}
|
||
|
|
||
|
|
||
|
void BotRandomTurn( bot_t *pBot )
|
||
|
{
|
||
|
pBot->f_move_speed = 0; // don't move while turning
|
||
|
|
||
|
if (RANDOM_LONG(1, 100) <= 10)
|
||
|
{
|
||
|
// 10 percent of the time turn completely around...
|
||
|
pBot->pEdict->v.ideal_yaw += 180;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// turn randomly between 30 and 60 degress
|
||
|
if (pBot->wander_dir == WANDER_LEFT)
|
||
|
pBot->pEdict->v.ideal_yaw += RANDOM_LONG(30, 60);
|
||
|
else
|
||
|
pBot->pEdict->v.ideal_yaw -= RANDOM_LONG(30, 60);
|
||
|
}
|
||
|
|
||
|
BotFixIdealYaw(pBot->pEdict);
|
||
|
}
|
||
|
|
||
|
|
||
|
bool BotFollowUser( bot_t *pBot )
|
||
|
{
|
||
|
bool user_visible;
|
||
|
float f_distance;
|
||
|
edict_t *pEdict = pBot->pEdict;
|
||
|
|
||
|
Vector vecEnd = pBot->pBotUser->v.origin + pBot->pBotUser->v.view_ofs;
|
||
|
|
||
|
if (!IsAlive( pBot->pBotUser ))
|
||
|
{
|
||
|
// the bot's user is dead!
|
||
|
pBot->pBotUser = NULL;
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
user_visible = FInViewCone( &vecEnd, pEdict ) &&
|
||
|
FVisible( vecEnd, pEdict );
|
||
|
|
||
|
// check if the "user" is still visible or if the user has been visible
|
||
|
// in the last 5 seconds (or the player just starting "using" the bot)
|
||
|
|
||
|
if (user_visible || (pBot->f_bot_use_time + 5 > gpGlobals->time))
|
||
|
{
|
||
|
if (user_visible)
|
||
|
pBot->f_bot_use_time = gpGlobals->time; // reset "last visible time"
|
||
|
|
||
|
// face the user
|
||
|
Vector v_user = pBot->pBotUser->v.origin - pEdict->v.origin;
|
||
|
Vector bot_angles = UTIL_VecToAngles( v_user );
|
||
|
|
||
|
pEdict->v.ideal_yaw = bot_angles.y;
|
||
|
|
||
|
BotFixIdealYaw(pEdict);
|
||
|
|
||
|
f_distance = v_user.Length( ); // how far away is the "user"?
|
||
|
|
||
|
if (f_distance > 200) // run if distance to enemy is far
|
||
|
pBot->f_move_speed = pBot->f_max_speed;
|
||
|
else if (f_distance > 50) // walk if distance is closer
|
||
|
pBot->f_move_speed = pBot->f_max_speed / 2;
|
||
|
else // don't move if close enough
|
||
|
pBot->f_move_speed = 0.0;
|
||
|
|
||
|
return TRUE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// person to follow has gone out of sight...
|
||
|
pBot->pBotUser = NULL;
|
||
|
|
||
|
return FALSE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
bool BotCheckWallOnLeft( bot_t *pBot )
|
||
|
{
|
||
|
edict_t *pEdict = pBot->pEdict;
|
||
|
Vector v_src, v_left;
|
||
|
TraceResult tr;
|
||
|
|
||
|
UTIL_MakeVectors( pEdict->v.v_angle );
|
||
|
|
||
|
// do a trace to the left...
|
||
|
|
||
|
v_src = pEdict->v.origin;
|
||
|
v_left = v_src + gpGlobals->v_right * -40; // 40 units to the left
|
||
|
|
||
|
UTIL_TraceLine( v_src, v_left, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr);
|
||
|
|
||
|
// check if the trace hit something...
|
||
|
if (tr.flFraction < 1.0)
|
||
|
{
|
||
|
if (pBot->f_wall_on_left < 1.0)
|
||
|
pBot->f_wall_on_left = gpGlobals->time;
|
||
|
|
||
|
return TRUE;
|
||
|
}
|
||
|
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
|
||
|
bool BotCheckWallOnRight( bot_t *pBot )
|
||
|
{
|
||
|
edict_t *pEdict = pBot->pEdict;
|
||
|
Vector v_src, v_right;
|
||
|
TraceResult tr;
|
||
|
|
||
|
UTIL_MakeVectors( pEdict->v.v_angle );
|
||
|
|
||
|
// do a trace to the right...
|
||
|
|
||
|
v_src = pEdict->v.origin;
|
||
|
v_right = v_src + gpGlobals->v_right * 40; // 40 units to the right
|
||
|
|
||
|
UTIL_TraceLine( v_src, v_right, dont_ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr);
|
||
|
|
||
|
// check if the trace hit something...
|
||
|
if (tr.flFraction < 1.0)
|
||
|
{
|
||
|
if (pBot->f_wall_on_right < 1.0)
|
||
|
pBot->f_wall_on_right = gpGlobals->time;
|
||
|
|
||
|
return TRUE;
|
||
|
}
|
||
|
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
|
||
|
void BotLookForDrop( bot_t *pBot )
|
||
|
{
|
||
|
edict_t *pEdict = pBot->pEdict;
|
||
|
|
||
|
Vector v_src, v_dest, v_ahead;
|
||
|
float scale, direction;
|
||
|
TraceResult tr;
|
||
|
int contents;
|
||
|
bool need_to_turn, done;
|
||
|
int turn_count;
|
||
|
|
||
|
scale = 80 + (pBot->f_max_speed / 10);
|
||
|
|
||
|
v_ahead = pEdict->v.v_angle;
|
||
|
v_ahead.x = 0; // set pitch to level horizontally
|
||
|
UTIL_MakeVectors(v_ahead);
|
||
|
|
||
|
v_src = pEdict->v.origin;
|
||
|
v_dest = v_src + gpGlobals->v_forward * scale;
|
||
|
|
||
|
UTIL_TraceLine( v_src, v_dest, ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr );
|
||
|
|
||
|
// check if area in front of bot was clear...
|
||
|
if (tr.flFraction >= 1.0)
|
||
|
{
|
||
|
v_src = v_dest; // start downward trace from endpoint of open trace
|
||
|
v_dest.z = v_dest.z - max_drop_height;
|
||
|
|
||
|
UTIL_TraceLine( v_src, v_dest, ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr );
|
||
|
|
||
|
need_to_turn = FALSE;
|
||
|
|
||
|
// if trace did not hit anything then drop is TOO FAR...
|
||
|
if (tr.flFraction >= 1.0)
|
||
|
{
|
||
|
need_to_turn = TRUE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// we've hit something, see if it's water or lava
|
||
|
contents = UTIL_PointContents( tr.vecEndPos );
|
||
|
|
||
|
if (contents == CONTENTS_LAVA)
|
||
|
{
|
||
|
need_to_turn = TRUE;
|
||
|
}
|
||
|
|
||
|
if (contents == CONTENTS_WATER)
|
||
|
{
|
||
|
// if you don't like water, set need_to_turn = TRUE here
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (need_to_turn)
|
||
|
{
|
||
|
|
||
|
// if we have an enemy, stop heading towards enemy...
|
||
|
if (pBot->pBotEnemy)
|
||
|
{
|
||
|
pBot->pBotEnemy = NULL;
|
||
|
pBot->f_bot_find_enemy_time = gpGlobals->time + 1.0;
|
||
|
}
|
||
|
|
||
|
// don't look for items for a while...
|
||
|
pBot->f_find_item = gpGlobals->time + 1.0;
|
||
|
|
||
|
// change the bot's ideal yaw by finding surface normal
|
||
|
// slightly below where the bot is standing
|
||
|
|
||
|
v_dest = pEdict->v.origin;
|
||
|
|
||
|
if (pEdict->v.flags & FL_DUCKING)
|
||
|
{
|
||
|
v_src.z = v_src.z - 22; // (36/2) + 4 units
|
||
|
v_dest.z = v_dest.z - 22;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
v_src.z = v_src.z - 40; // (72/2) + 4 units
|
||
|
v_dest.z = v_dest.z - 40;
|
||
|
}
|
||
|
|
||
|
UTIL_TraceLine( v_src, v_dest, ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr );
|
||
|
|
||
|
if (tr.flFraction < 1.0)
|
||
|
{
|
||
|
// hit something the bot is standing on...
|
||
|
BotTurnAtWall( pBot, &tr, FALSE );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// pick a random direction to turn...
|
||
|
if (RANDOM_LONG(1, 100) <= 50)
|
||
|
direction = 1.0f;
|
||
|
else
|
||
|
direction = -1.0f;
|
||
|
|
||
|
// turn 30 degrees at a time until bot is on solid ground
|
||
|
v_ahead = pEdict->v.v_angle;
|
||
|
v_ahead.x = 0; // set pitch to level horizontally
|
||
|
|
||
|
done = FALSE;
|
||
|
turn_count = 0;
|
||
|
|
||
|
while (!done)
|
||
|
{
|
||
|
v_ahead.y += 30.0 * direction;
|
||
|
|
||
|
if (v_ahead.y > 360.0f)
|
||
|
v_ahead.y -= 360.0f;
|
||
|
if (v_ahead.y < -360.0f)
|
||
|
v_ahead.y += 360.0f;
|
||
|
|
||
|
UTIL_MakeVectors(v_ahead);
|
||
|
|
||
|
v_src = pEdict->v.origin;
|
||
|
v_dest = v_src + gpGlobals->v_forward * scale;
|
||
|
|
||
|
UTIL_TraceLine( v_src, v_dest, ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr );
|
||
|
|
||
|
// check if area in front of bot was clear...
|
||
|
if (tr.flFraction >= 1.0)
|
||
|
{
|
||
|
v_src = v_dest; // start downward trace from endpoint of open trace
|
||
|
v_dest.z = v_dest.z - max_drop_height;
|
||
|
|
||
|
UTIL_TraceLine( v_src, v_dest, ignore_monsters,
|
||
|
pEdict->v.pContainingEntity, &tr );
|
||
|
|
||
|
// if trace hit something then drop is NOT TOO FAR...
|
||
|
if (tr.flFraction >= 1.0)
|
||
|
done = TRUE;
|
||
|
}
|
||
|
|
||
|
turn_count++;
|
||
|
if (turn_count == 6) // 180 degrees? (30 * 6 = 180)
|
||
|
done = TRUE;
|
||
|
}
|
||
|
|
||
|
pBot->pEdict->v.ideal_yaw = v_ahead.y;
|
||
|
BotFixIdealYaw(pEdict);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|