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handle self/oself CORRECTLY this time
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1 // rough simulation of walking from one point to another to test if a path
2 // can be traveled, used by havocbot
3
4
5 vector stepheightvec;
6 float navigation_testtracewalk;
7 float(entity e, vector start, vector m1, vector m2, vector end) tracewalk =
8 {
9         local vector org;
10         local vector move;
11         local vector dir;
12         local float dist;
13         local float totaldist;
14         local float stepdist;
15         local float yaw;
16         local float ignorehazards;
17         if (navigation_testtracewalk)
18         {
19                 if (navigation_testtracewalk > 1)
20                         dprint("tracewalk: ");
21                 //te_wizspike(start);
22                 //te_knightspike(end);
23                 //te_lightning2(world, start, end);
24         }
25         move = end - start;
26         move_z = 0;
27         org = start;
28         dist = totaldist = vlen(move);
29         dir = normalize(move);
30         stepdist = 32;
31         ignorehazards = FALSE;
32         //self.angles = vectoangles(dir);
33         traceline(start, start, FALSE, e);
34         if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
35                 ignorehazards = TRUE;
36         tracebox(start, m1, m2, start, TRUE, e);
37         if (trace_startsolid)
38         {
39                 // failed - bad start
40                 if (navigation_testtracewalk)
41                 {
42                         if (navigation_testtracewalk > 1)
43                                 dprint("bad-start\n");
44                         te_knightspike(start);
45                 }
46                 return 0;
47         }
48         yaw = vectoyaw(move);
49         move = end - org;
50         while (1)
51         {
52                 if (boxesoverlap(end, end, org + m1 + '-1 -1 -1', org + m2 + '1 1 1'))
53                 {
54                         if (navigation_testtracewalk)
55                         {
56                                 if (navigation_testtracewalk > 1)
57                                         dprint("success\n");
58                                 te_wizspike(org);
59                         }
60                         // succeeded
61                         return 1;
62                 }
63                 if (dist <= 0)
64                         break;
65                 if (navigation_testtracewalk)
66                 {
67                         //dprint("trying ");
68                         //te_gunshot(org);
69                         particle(org, '0 0 0', 104, 8);
70                 }
71                 if (stepdist > dist)
72                         stepdist = dist;
73                 dist = dist - stepdist;
74                 traceline(org, org, FALSE, e);
75                 if (!ignorehazards)
76                 {
77                         if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
78                         {
79                                 if (navigation_testtracewalk)
80                                 {
81                                         if (navigation_testtracewalk > 1)
82                                                 dprint("hazard\n");
83                                         te_gunshot(org);
84                                 }
85                                 // hazards blocking path
86                                 return 0;
87                         }
88                 }
89                 if (trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
90                 {
91                         move = normalize(end - org);
92                         tracebox(org, m1, m2, org + move * stepdist, MOVE_WORLDONLY, e);
93                         if (trace_fraction < 1)
94                         {
95                                 if (navigation_testtracewalk)
96                                 {
97                                         if (navigation_testtracewalk > 1)
98                                                 dprint("swimming-hit-something\n");
99                                         //particle(org, move * 64, 104, 4);
100                                         te_gunshot(org);
101                                 }
102                                 // failed
103                                 return 0;
104                         }
105                         org = trace_endpos;
106                 }
107                 else
108                 {
109                         move = dir * stepdist + org;
110                         tracebox(org, m1, m2, move, MOVE_WORLDONLY, e);
111                         if (trace_fraction < 1)
112                         {
113                                 tracebox(org + stepheightvec, m1, m2, move + stepheightvec, MOVE_WORLDONLY, e);
114                                 if (trace_fraction < 1 || trace_startsolid)
115                                 {
116                                         if (navigation_testtracewalk)
117                                         {
118                                                 if (navigation_testtracewalk > 1)
119                                                         dprint("hit-something\n");
120                                                 //move = normalize(end - org);
121                                                 //particle(org, move * 64, 104, 4);
122                                                 te_gunshot(org);
123                                         }
124                                         // failed
125                                         return 0;
126                                 }
127                         }
128                         move = trace_endpos;
129                         tracebox(move, m1, m2, move + '0 0 -65536', FALSE, e);
130                         /*
131                         // trace down from stepheight as far as possible and move there,
132                         // if this starts in solid we try again without the stepup, and
133                         // if that also fails we assume it is a wall
134                         // (this is the same logic as the Quake walkmove function used)
135                         tracebox(move + '0 0 18', m1, m2, move + '0 0 -65536', FALSE, e);
136                         if (trace_startsolid)
137                         {
138                                 tracebox(move, m1, m2, move + '0 0 -65536', FALSE, e);
139                                 if (trace_startsolid)
140                                 {
141                                         if (navigation_testtracewalk)
142                                         {
143                                                 if (navigation_testtracewalk > 1)
144                                                         dprint("hit-something\n");
145                                                 //move = normalize(end - org);
146                                                 //particle(org, move * 64, 104, 4);
147                                                 te_knightspike(org);
148                                         }
149                                         // failed
150                                         return 0;
151                                 }
152                         }
153                         */
154                         // moved successfully
155                         if (navigation_testtracewalk > 1)
156                                 dprint("moved ");
157                         org = trace_endpos;
158                 }
159         }
160         if (navigation_testtracewalk)
161         {
162                 if (navigation_testtracewalk > 1)
163                         dprint("wrong-place\n");
164                 te_knightspike(org);
165                 //te_gunshot(end);
166         }
167         // moved but didn't arrive at the intended destination
168         return 0;
169 };
170
171
172 // grenade tracing to decide the best pitch to fire at
173
174 entity tracetossent;
175 entity tracetossfaketarget;
176
177 // traces multiple trajectories to find one that will impact the target
178 // 'end' vector is the place it aims for,
179 // returns TRUE only if it hit targ (don't target non-solid entities)
180 vector findtrajectory_velocity;
181 float(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore) findtrajectorywithleading =
182 {
183         local float c, savesolid, shottime;
184         local vector dir, end, v;
185         if (shotspeed < 1)
186                 return FALSE; // could cause division by zero if calculated
187         if (targ.solid < SOLID_BBOX) // SOLID_NOT and SOLID_TRIGGER
188                 return FALSE; // could never hit it
189         if (!tracetossent)
190                 tracetossent = spawn();
191         tracetossent.owner = ignore;
192         setsize(tracetossent, m1, m2);
193         savesolid = targ.solid;
194         targ.solid = SOLID_NOT;
195         shottime = ((vlen(targ.origin - org) / shotspeed) + shotdelay);
196         v = targ.velocity * shottime + targ.origin;
197         tracebox(targ.origin, targ.mins, targ.maxs, v, FALSE, targ);
198         v = trace_endpos;
199         end = v + (targ.mins + targ.maxs) * 0.5;
200         if ((vlen(end - org) / shotspeed + 0.2) > maxtime)
201         {
202                 // out of range
203                 targ.solid = savesolid;
204                 return FALSE;
205         }
206
207         if (!tracetossfaketarget)
208                 tracetossfaketarget = spawn();
209         tracetossfaketarget.solid = savesolid;
210         tracetossfaketarget.movetype = targ.movetype;
211         setmodel(tracetossfaketarget, targ.model); // no low precision
212         tracetossfaketarget.model = targ.model;
213         tracetossfaketarget.modelindex = targ.modelindex;
214         setsize(tracetossfaketarget, targ.mins, targ.maxs);
215         setorigin(tracetossfaketarget, v);
216
217         c = 0;
218         dir = normalize(end - org);
219         while (c < 10) // 10 traces
220         {
221                 setorigin(tracetossent, org); // reset
222                 tracetossent.velocity = findtrajectory_velocity = normalize(dir) * shotspeed + shotspeedupward * '0 0 1';
223                 tracetoss(tracetossent, ignore); // love builtin functions...
224                 if (trace_ent == tracetossfaketarget) // done
225                 {
226                         targ.solid = savesolid;
227
228                         // make it disappear
229                         tracetossfaketarget.solid = SOLID_NOT;
230                         tracetossfaketarget.movetype = MOVETYPE_NONE;
231                         tracetossfaketarget.model = "";
232                         tracetossfaketarget.modelindex = 0;
233                         // relink to remove it from physics considerations
234                         setorigin(tracetossfaketarget, v);
235
236                         return TRUE;
237                 }
238                 dir_z = dir_z + 0.1; // aim up a little more
239                 c = c + 1;
240         }
241         targ.solid = savesolid;
242
243         // make it disappear
244         tracetossfaketarget.solid = SOLID_NOT;
245         tracetossfaketarget.movetype = MOVETYPE_NONE;
246         tracetossfaketarget.model = "";
247         tracetossfaketarget.modelindex = 0;
248         // relink to remove it from physics considerations
249         setorigin(tracetossfaketarget, v);
250
251         // leave a valid one even if it won't reach
252         findtrajectory_velocity = normalize(end - org) * shotspeed + shotspeedupward * '0 0 1';
253         return FALSE;
254 };
255
256
257
258 // lag simulation
259
260 .void(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) lag_func;
261
262 // upto 5 queued messages
263 .float lag1_time;
264 .float lag1_float1;
265 .float lag1_float2;
266 .entity lag1_entity1;
267 .vector lag1_vec1;
268 .vector lag1_vec2;
269 .vector lag1_vec3;
270 .vector lag1_vec4;
271
272 .float lag2_time;
273 .float lag2_float1;
274 .float lag2_float2;
275 .entity lag2_entity1;
276 .vector lag2_vec1;
277 .vector lag2_vec2;
278 .vector lag2_vec3;
279 .vector lag2_vec4;
280
281 .float lag3_time;
282 .float lag3_float1;
283 .float lag3_float2;
284 .entity lag3_entity1;
285 .vector lag3_vec1;
286 .vector lag3_vec2;
287 .vector lag3_vec3;
288 .vector lag3_vec4;
289
290 .float lag4_time;
291 .float lag4_float1;
292 .float lag4_float2;
293 .entity lag4_entity1;
294 .vector lag4_vec1;
295 .vector lag4_vec2;
296 .vector lag4_vec3;
297 .vector lag4_vec4;
298
299 .float lag5_time;
300 .float lag5_float1;
301 .float lag5_float2;
302 .entity lag5_entity1;
303 .vector lag5_vec1;
304 .vector lag5_vec2;
305 .vector lag5_vec3;
306 .vector lag5_vec4;
307
308 void() lag_update =
309 {
310         if (self.lag1_time) if (time > self.lag1_time) {self.lag_func(self.lag1_time, self.lag1_float1, self.lag1_float2, self.lag1_entity1, self.lag1_vec1, self.lag1_vec2, self.lag1_vec3, self.lag1_vec4);self.lag1_time = 0;}
311         if (self.lag2_time) if (time > self.lag2_time) {self.lag_func(self.lag2_time, self.lag2_float1, self.lag2_float2, self.lag2_entity1, self.lag2_vec1, self.lag2_vec2, self.lag2_vec3, self.lag2_vec4);self.lag2_time = 0;}
312         if (self.lag3_time) if (time > self.lag3_time) {self.lag_func(self.lag3_time, self.lag3_float1, self.lag3_float2, self.lag3_entity1, self.lag3_vec1, self.lag3_vec2, self.lag3_vec3, self.lag3_vec4);self.lag3_time = 0;}
313         if (self.lag4_time) if (time > self.lag4_time) {self.lag_func(self.lag4_time, self.lag4_float1, self.lag4_float2, self.lag4_entity1, self.lag4_vec1, self.lag4_vec2, self.lag4_vec3, self.lag4_vec4);self.lag4_time = 0;}
314         if (self.lag5_time) if (time > self.lag5_time) {self.lag_func(self.lag5_time, self.lag5_float1, self.lag5_float2, self.lag5_entity1, self.lag5_vec1, self.lag5_vec2, self.lag5_vec3, self.lag5_vec4);self.lag5_time = 0;}
315 };
316
317 float(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) lag_additem =
318 {
319         if (self.lag1_time == 0) {self.lag1_time = t;self.lag1_float1 = f1;self.lag1_float2 = f2;self.lag1_entity1 = e1;self.lag1_vec1 = v1;self.lag1_vec2 = v2;self.lag1_vec3 = v3;self.lag1_vec4 = v4;return TRUE;}
320         if (self.lag2_time == 0) {self.lag2_time = t;self.lag2_float1 = f1;self.lag2_float2 = f2;self.lag2_entity1 = e1;self.lag2_vec1 = v1;self.lag2_vec2 = v2;self.lag2_vec3 = v3;self.lag2_vec4 = v4;return TRUE;}
321         if (self.lag3_time == 0) {self.lag3_time = t;self.lag3_float1 = f1;self.lag3_float2 = f2;self.lag3_entity1 = e1;self.lag3_vec1 = v1;self.lag3_vec2 = v2;self.lag3_vec3 = v3;self.lag3_vec4 = v4;return TRUE;}
322         if (self.lag4_time == 0) {self.lag4_time = t;self.lag4_float1 = f1;self.lag4_float2 = f2;self.lag4_entity1 = e1;self.lag4_vec1 = v1;self.lag4_vec2 = v2;self.lag4_vec3 = v3;self.lag4_vec4 = v4;return TRUE;}
323         if (self.lag5_time == 0) {self.lag5_time = t;self.lag5_float1 = f1;self.lag5_float2 = f2;self.lag5_entity1 = e1;self.lag5_vec1 = v1;self.lag5_vec2 = v2;self.lag5_vec3 = v3;self.lag5_vec4 = v4;return TRUE;}
324         // no room for it (what is the best thing to do here??)
325         return FALSE;
326 };
327
328
329 // Random skill system
330 .float bot_thinkskill;
331 .float bot_mouseskill;
332 .float bot_predictionskill;
333 .float bot_offsetskill;
334
335
336 // waypoint navigation system
337
338 // itemscore = (howmuchmoreIwant / howmuchIcanwant) / itemdistance
339 // waypointscore = 0.7 / waypointdistance
340
341 .entity wp00, wp01, wp02, wp03, wp04, wp05, wp06, wp07;
342 .entity wp08, wp09, wp10, wp11, wp12, wp13, wp14, wp15;
343 .entity wp16, wp17, wp18, wp19, wp20, wp21, wp22, wp23, wp24, wp25, wp26, wp27, wp28, wp29, wp30, wp31;
344 .float wp00mincost, wp01mincost, wp02mincost, wp03mincost, wp04mincost, wp05mincost, wp06mincost, wp07mincost;
345 .float wp08mincost, wp09mincost, wp10mincost, wp11mincost, wp12mincost, wp13mincost, wp14mincost, wp15mincost;
346 .float wp16mincost, wp17mincost, wp18mincost, wp19mincost, wp20mincost, wp21mincost, wp22mincost, wp23mincost, wp24mincost, wp25mincost, wp26mincost, wp27mincost, wp28mincost, wp29mincost, wp30mincost, wp31mincost;
347 .float wpfire, wpcost;
348 .float wpisbox;
349 .float wpflags;
350 .vector wpnearestpoint;
351
352 // stack of current goals (the last one of which may be an item or other
353 // desirable object, the rest are typically waypoints to reach it)
354 .entity goalcurrent, goalstack01, goalstack02, goalstack03;
355 .entity goalstack04, goalstack05, goalstack06, goalstack07;
356 .entity goalstack08, goalstack09, goalstack10, goalstack11;
357 .entity goalstack12, goalstack13, goalstack14, goalstack15;
358 .entity goalstack16, goalstack17, goalstack18, goalstack19;
359 .entity goalstack20, goalstack21, goalstack22, goalstack23;
360 .entity goalstack24, goalstack25, goalstack26, goalstack27;
361 .entity goalstack28, goalstack29, goalstack30, goalstack31;
362
363 .entity nearestwaypoint;
364 .float nearestwaypointtimeout;
365
366 // used during navigation_goalrating_begin/end sessions
367 float navigation_bestrating;
368 entity navigation_bestgoal;
369
370
371
372
373
374 /////////////////////////////////////////////////////////////////////////////
375 // waypoint management
376 /////////////////////////////////////////////////////////////////////////////
377
378 // waypoints with this flag are not saved, they are automatically generated
379 // waypoints like jump pads, teleporters, and items
380 float WAYPOINTFLAG_GENERATED = 8388608;
381 float WAYPOINTFLAG_ITEM = 4194304;
382 float WAYPOINTFLAG_TELEPORT = 2097152;
383 float WAYPOINTFLAG_NORELINK = 1048576;
384
385 // add a new link to the waypoint, replacing the furthest link it already has
386 void(entity from, entity to) waypoint_addlink =
387 {
388         local float c;
389
390         if (from == to)
391                 return;
392         if (from.wpflags & WAYPOINTFLAG_NORELINK)
393                 return;
394
395         if (from.wp00 == to) return;if (from.wp01 == to) return;if (from.wp02 == to) return;if (from.wp03 == to) return;
396         if (from.wp04 == to) return;if (from.wp05 == to) return;if (from.wp06 == to) return;if (from.wp07 == to) return;
397         if (from.wp08 == to) return;if (from.wp09 == to) return;if (from.wp10 == to) return;if (from.wp11 == to) return;
398         if (from.wp12 == to) return;if (from.wp13 == to) return;if (from.wp14 == to) return;if (from.wp15 == to) return;
399         if (from.wp16 == to) return;if (from.wp17 == to) return;if (from.wp18 == to) return;if (from.wp19 == to) return;
400         if (from.wp20 == to) return;if (from.wp21 == to) return;if (from.wp22 == to) return;if (from.wp23 == to) return;
401         if (from.wp24 == to) return;if (from.wp25 == to) return;if (from.wp26 == to) return;if (from.wp27 == to) return;
402         if (from.wp28 == to) return;if (from.wp29 == to) return;if (from.wp30 == to) return;if (from.wp31 == to) return;
403
404         if (to.wpisbox || from.wpisbox)
405         {
406                 // if either is a box we have to find the nearest points on them to
407                 // calculate the distance properly
408                 local vector v1, v2, m1, m2;
409                 v1 = from.origin;
410                 m1 = to.absmin;
411                 m2 = to.absmax;
412                 v1_x = bound(m1_x, v1_x, m2_x);
413                 v1_y = bound(m1_y, v1_y, m2_y);
414                 v1_z = bound(m1_z, v1_z, m2_z);
415                 v2 = to.origin;
416                 m1 = from.absmin;
417                 m2 = from.absmax;
418                 v2_x = bound(m1_x, v2_x, m2_x);
419                 v2_y = bound(m1_y, v2_y, m2_y);
420                 v2_z = bound(m1_z, v2_z, m2_z);
421                 v2 = to.origin;
422                 c = vlen(v2 - v1);
423         }
424         else
425                 c = vlen(to.origin - from.origin);
426
427         if (from.wp31mincost < c) return;
428         if (from.wp30mincost < c) {from.wp31 = to;from.wp31mincost = c;return;} from.wp31 = from.wp30;from.wp31mincost = from.wp30mincost;
429         if (from.wp29mincost < c) {from.wp30 = to;from.wp30mincost = c;return;} from.wp30 = from.wp29;from.wp30mincost = from.wp29mincost;
430         if (from.wp28mincost < c) {from.wp29 = to;from.wp29mincost = c;return;} from.wp29 = from.wp28;from.wp29mincost = from.wp28mincost;
431         if (from.wp27mincost < c) {from.wp28 = to;from.wp28mincost = c;return;} from.wp28 = from.wp27;from.wp28mincost = from.wp27mincost;
432         if (from.wp26mincost < c) {from.wp27 = to;from.wp27mincost = c;return;} from.wp27 = from.wp26;from.wp27mincost = from.wp26mincost;
433         if (from.wp25mincost < c) {from.wp26 = to;from.wp26mincost = c;return;} from.wp26 = from.wp25;from.wp26mincost = from.wp25mincost;
434         if (from.wp24mincost < c) {from.wp25 = to;from.wp25mincost = c;return;} from.wp25 = from.wp24;from.wp25mincost = from.wp24mincost;
435         if (from.wp23mincost < c) {from.wp24 = to;from.wp24mincost = c;return;} from.wp24 = from.wp23;from.wp24mincost = from.wp23mincost;
436         if (from.wp22mincost < c) {from.wp23 = to;from.wp23mincost = c;return;} from.wp23 = from.wp22;from.wp23mincost = from.wp22mincost;
437         if (from.wp21mincost < c) {from.wp22 = to;from.wp22mincost = c;return;} from.wp22 = from.wp21;from.wp22mincost = from.wp21mincost;
438         if (from.wp20mincost < c) {from.wp21 = to;from.wp21mincost = c;return;} from.wp21 = from.wp20;from.wp21mincost = from.wp20mincost;
439         if (from.wp19mincost < c) {from.wp20 = to;from.wp20mincost = c;return;} from.wp20 = from.wp19;from.wp20mincost = from.wp19mincost;
440         if (from.wp18mincost < c) {from.wp19 = to;from.wp19mincost = c;return;} from.wp19 = from.wp18;from.wp19mincost = from.wp18mincost;
441         if (from.wp17mincost < c) {from.wp18 = to;from.wp18mincost = c;return;} from.wp18 = from.wp17;from.wp18mincost = from.wp17mincost;
442         if (from.wp16mincost < c) {from.wp17 = to;from.wp17mincost = c;return;} from.wp17 = from.wp16;from.wp17mincost = from.wp16mincost;
443         if (from.wp15mincost < c) {from.wp16 = to;from.wp16mincost = c;return;} from.wp16 = from.wp15;from.wp16mincost = from.wp15mincost;
444         if (from.wp14mincost < c) {from.wp15 = to;from.wp15mincost = c;return;} from.wp15 = from.wp14;from.wp15mincost = from.wp14mincost;
445         if (from.wp13mincost < c) {from.wp14 = to;from.wp14mincost = c;return;} from.wp14 = from.wp13;from.wp14mincost = from.wp13mincost;
446         if (from.wp12mincost < c) {from.wp13 = to;from.wp13mincost = c;return;} from.wp13 = from.wp12;from.wp13mincost = from.wp12mincost;
447         if (from.wp11mincost < c) {from.wp12 = to;from.wp12mincost = c;return;} from.wp12 = from.wp11;from.wp12mincost = from.wp11mincost;
448         if (from.wp10mincost < c) {from.wp11 = to;from.wp11mincost = c;return;} from.wp11 = from.wp10;from.wp11mincost = from.wp10mincost;
449         if (from.wp09mincost < c) {from.wp10 = to;from.wp10mincost = c;return;} from.wp10 = from.wp09;from.wp10mincost = from.wp09mincost;
450         if (from.wp08mincost < c) {from.wp09 = to;from.wp09mincost = c;return;} from.wp09 = from.wp08;from.wp09mincost = from.wp08mincost;
451         if (from.wp07mincost < c) {from.wp08 = to;from.wp08mincost = c;return;} from.wp08 = from.wp07;from.wp08mincost = from.wp07mincost;
452         if (from.wp06mincost < c) {from.wp07 = to;from.wp07mincost = c;return;} from.wp07 = from.wp06;from.wp07mincost = from.wp06mincost;
453         if (from.wp05mincost < c) {from.wp06 = to;from.wp06mincost = c;return;} from.wp06 = from.wp05;from.wp06mincost = from.wp05mincost;
454         if (from.wp04mincost < c) {from.wp05 = to;from.wp05mincost = c;return;} from.wp05 = from.wp04;from.wp05mincost = from.wp04mincost;
455         if (from.wp03mincost < c) {from.wp04 = to;from.wp04mincost = c;return;} from.wp04 = from.wp03;from.wp04mincost = from.wp03mincost;
456         if (from.wp02mincost < c) {from.wp03 = to;from.wp03mincost = c;return;} from.wp03 = from.wp02;from.wp03mincost = from.wp02mincost;
457         if (from.wp01mincost < c) {from.wp02 = to;from.wp02mincost = c;return;} from.wp02 = from.wp01;from.wp02mincost = from.wp01mincost;
458         if (from.wp00mincost < c) {from.wp01 = to;from.wp01mincost = c;return;} from.wp01 = from.wp00;from.wp01mincost = from.wp00mincost;
459         from.wp00 = to;from.wp00mincost = c;return;
460 };
461
462 // relink this waypoint
463 // (precompile a list of all reachable waypoints from this waypoint)
464 // (SLOW!)
465 void() waypoint_think =
466 {
467         local entity e;
468         local vector sv, sm1, sm2, ev, em1, em2;
469         //dprint("waypoint_think wpisbox = ", ftos(self.wpisbox), "\n");
470         sm1 = self.origin + self.mins;
471         sm2 = self.origin + self.maxs;
472         e = find(world, classname, "waypoint");
473         stepheightvec = cvar("sv_stepheight") * '0 0 1';
474         while (e)
475         {
476                 if (boxesoverlap(self.absmin, self.absmax, e.absmin, e.absmax))
477                 {
478                         waypoint_addlink(self, e);
479                         waypoint_addlink(e, self);
480                 }
481                 else
482                 {
483                         sv = e.origin;
484                         sv_x = bound(sm1_x, sv_x, sm2_x);
485                         sv_y = bound(sm1_y, sv_y, sm2_y);
486                         sv_z = bound(sm1_z, sv_z, sm2_z);
487                         ev = self.origin;
488                         em1 = e.origin + e.mins;
489                         em2 = e.origin + e.maxs;
490                         ev_x = bound(em1_x, ev_x, em2_x);
491                         ev_y = bound(em1_y, ev_y, em2_y);
492                         ev_z = bound(em1_z, ev_z, em2_z);
493                         if (vlen(ev - sv) < self.wp31mincost)
494                         {
495                                 navigation_testtracewalk = 0;
496                                 if (!self.wpisbox)
497                                 {
498                                         tracebox(sv - PL_MIN_z * '0 0 1', PL_MIN, PL_MAX, sv, FALSE, self);
499                                         if (!trace_startsolid)
500                                         {
501                                                 //dprint("sv deviation", vtos(trace_endpos - sv), "\n");
502                                                 sv = trace_endpos + '0 0 1';
503                                         }
504                                 }
505                                 if (!e.wpisbox)
506                                 {
507                                         tracebox(ev - PL_MIN_z * '0 0 1', PL_MIN, PL_MAX, ev, FALSE, e);
508                                         if (!trace_startsolid)
509                                         {
510                                                 //dprint("ev deviation", vtos(trace_endpos - ev), "\n");
511                                                 ev = trace_endpos + '0 0 1';
512                                         }
513                                 }
514                                 //traceline(self.origin, e.origin, FALSE, world);
515                                 //if (trace_fraction == 1)
516                                 if (!self.wpisbox)
517                                 if (tracewalk(self, sv, PL_MIN, PL_MAX, ev))
518                                         waypoint_addlink(self, e);
519                                 if (!e.wpisbox)
520                                 if (tracewalk(e, ev, PL_MIN, PL_MAX, sv))
521                                         waypoint_addlink(e, self);
522                         }
523                 }
524                 e = find(e, classname, "waypoint");
525         }
526         navigation_testtracewalk = 0;
527 };
528
529 void(entity wp) waypoint_clearlinks =
530 {
531         // clear links to other waypoints
532         local float f;
533         f = 1050; // maximum search range for other waypoints
534         wp.wp00 = wp.wp01 = wp.wp02 = wp.wp03 = wp.wp04 = wp.wp05 = wp.wp06 = wp.wp07 = world;wp.wp00mincost = wp.wp01mincost = wp.wp02mincost = wp.wp03mincost = wp.wp04mincost = wp.wp05mincost = wp.wp06mincost = wp.wp07mincost = f;
535         wp.wp08 = wp.wp09 = wp.wp10 = wp.wp11 = wp.wp12 = wp.wp13 = wp.wp14 = wp.wp15 = world;wp.wp08mincost = wp.wp09mincost = wp.wp10mincost = wp.wp11mincost = wp.wp12mincost = wp.wp13mincost = wp.wp14mincost = wp.wp15mincost = f;
536         wp.wp16 = wp.wp17 = wp.wp18 = wp.wp19 = wp.wp20 = wp.wp21 = wp.wp22 = wp.wp23 = world;wp.wp16mincost = wp.wp17mincost = wp.wp18mincost = wp.wp19mincost = wp.wp20mincost = wp.wp21mincost = wp.wp22mincost = wp.wp23mincost = f;
537         wp.wp24 = wp.wp25 = wp.wp26 = wp.wp27 = wp.wp28 = wp.wp29 = wp.wp30 = wp.wp31 = world;wp.wp24mincost = wp.wp25mincost = wp.wp26mincost = wp.wp27mincost = wp.wp28mincost = wp.wp29mincost = wp.wp30mincost = wp.wp31mincost = f;
538 };
539
540 // tell a waypoint to relink
541 void(entity wp) waypoint_schedulerelink =
542 {
543         if (wp == world)
544                 return;
545         // TODO: add some sort of visible box in edit mode for box waypoints
546         if (cvar("g_waypointeditor"))
547         {
548                 local vector m1, m2;
549                 m1 = wp.mins;
550                 m2 = wp.maxs;
551                 setmodel(wp, "models/runematch/rune.mdl"); wp.effects = EF_LOWPRECISION;
552                 setsize(wp, m1, m2);
553         }
554         else
555                 wp.model = "";
556         wp.wpisbox = vlen(wp.size) > 0;
557         wp.enemy = world;
558         wp.owner = world;
559         if (!(wp.wpflags & WAYPOINTFLAG_NORELINK))
560                 waypoint_clearlinks(wp);
561         // schedule an actual relink on next frame
562         wp.think = waypoint_think;
563         wp.nextthink = time;
564         wp.effects = EF_LOWPRECISION;
565 }
566
567 // create a new waypoint and automatically link it to other waypoints, and link
568 // them back to it as well
569 // (suitable for waypoint editor)
570 entity(vector m1, vector m2, float f) waypoint_spawn =
571 {
572         local entity w;
573         local vector org;
574         org = (m1 + m2) * 0.5;
575         m1 = m1 - org;
576         m2 = m2 - org;
577         w = find(world, classname, "waypoint");
578         while (w)
579         {
580                 // if a matching waypoint already exists, don't add a duplicate
581                 if (w.origin == org && w.mins == m1 && w.maxs == m2)
582                         return w;
583                 w = find(w, classname, "waypoint");
584         }
585         w = spawn();
586         w.classname = "waypoint";
587         w.wpflags = f;
588         setorigin(w, org);
589         setsize(w, PL_MIN + m1, PL_MAX + m2);
590
591         if(!(f & WAYPOINTFLAG_GENERATED))
592         {
593                 org = w.origin + '0 0 2';
594                 tracebox(org, w.mins, w.maxs, w.origin, MOVE_WORLDONLY, w);
595                 if(trace_startsolid)
596                 {
597                         org = w.origin + '2 2 2';
598                         tracebox(org, w.mins, w.maxs, w.origin, MOVE_WORLDONLY, w);
599                         if(trace_startsolid)
600                         {
601                                 org = w.origin + '-2 -2 2';
602                                 tracebox(org, w.mins, w.maxs, w.origin, MOVE_WORLDONLY, w);
603                                 if(trace_startsolid)
604                                 {
605                                         org = w.origin + '-2 2 2';
606                                         tracebox(org, w.mins, w.maxs, w.origin, MOVE_WORLDONLY, w);
607                                         if(trace_startsolid)
608                                         {
609                                                 org = w.origin + '2 -2 2';
610                                                 tracebox(org, w.mins, w.maxs, w.origin, MOVE_WORLDONLY, w);
611                                                 if(trace_startsolid)
612                                                 {
613                                                         // this WP is in solid, refuse it
614                                                         dprint("Killed a waypoint that was stuck in solid at ", vtos(org), "\n");
615                                                         remove(w);
616                                                         return world;
617                                                 }
618                                         }
619                                 }
620                         }
621                 }
622
623                 org = org * 0.05 + trace_endpos * 0.95; // don't trust the trace fully
624                 tracebox(org, w.mins, w.maxs, org - '0 0 128', MOVE_WORLDONLY, w);
625
626                 if(trace_fraction == 1 || trace_startsolid)
627                 {
628                         // this WP is in air, refuse it
629                         dprint("Killed a waypoint that was stuck in air/ceiling at ", vtos(w.origin), "\n");
630                         remove(w);
631                         return world;
632                 }
633                 trace_endpos_z += 0.1; // don't trust the trace fully
634
635 //              dprint("Moved waypoint at ", vtos(w.origin), " by ", ftos(vlen(w.origin - trace_endpos)));
636 //              dprint(" direction: ", vtos((trace_endpos - w.origin)), "\n");
637
638                 setorigin(w, trace_endpos);
639         }
640
641         setsize(w, m1, m2);
642
643         waypoint_clearlinks(w);
644         //waypoint_schedulerelink(w);
645         return w;
646 };
647
648 // waypoint map entity
649 void() waypoint =
650 {
651         setorigin(self, self.origin);
652         // schedule a relink after other waypoints have had a chance to spawn
653         waypoint_clearlinks(self);
654         //waypoint_schedulerelink(self);
655 };
656
657 // remove a waypoint, and schedule all neighbors to relink
658 void(entity e) waypoint_remove =
659 {
660         // tell all linked waypoints that they need to relink
661         waypoint_schedulerelink(e.wp00);
662         waypoint_schedulerelink(e.wp01);
663         waypoint_schedulerelink(e.wp02);
664         waypoint_schedulerelink(e.wp03);
665         waypoint_schedulerelink(e.wp04);
666         waypoint_schedulerelink(e.wp05);
667         waypoint_schedulerelink(e.wp06);
668         waypoint_schedulerelink(e.wp07);
669         waypoint_schedulerelink(e.wp08);
670         waypoint_schedulerelink(e.wp09);
671         waypoint_schedulerelink(e.wp10);
672         waypoint_schedulerelink(e.wp11);
673         waypoint_schedulerelink(e.wp12);
674         waypoint_schedulerelink(e.wp13);
675         waypoint_schedulerelink(e.wp14);
676         waypoint_schedulerelink(e.wp15);
677         waypoint_schedulerelink(e.wp16);
678         waypoint_schedulerelink(e.wp17);
679         waypoint_schedulerelink(e.wp18);
680         waypoint_schedulerelink(e.wp19);
681         waypoint_schedulerelink(e.wp20);
682         waypoint_schedulerelink(e.wp21);
683         waypoint_schedulerelink(e.wp22);
684         waypoint_schedulerelink(e.wp23);
685         waypoint_schedulerelink(e.wp24);
686         waypoint_schedulerelink(e.wp25);
687         waypoint_schedulerelink(e.wp26);
688         waypoint_schedulerelink(e.wp27);
689         waypoint_schedulerelink(e.wp28);
690         waypoint_schedulerelink(e.wp29);
691         waypoint_schedulerelink(e.wp30);
692         waypoint_schedulerelink(e.wp31);
693         // and now remove the waypoint
694         remove(e);
695 };
696
697 // empties the map of waypoints
698 void() waypoint_removeall =
699 {
700         local entity head, next;
701         head = findchain(classname, "waypoint");
702         while (head)
703         {
704                 next = head.chain;
705                 remove(head);
706                 head = next;
707         }
708 };
709
710 // tell all waypoints to relink
711 // (is this useful at all?)
712 void() waypoint_schedulerelinkall =
713 {
714         local entity head;
715         head = findchain(classname, "waypoint");
716         while (head)
717         {
718                 waypoint_schedulerelink(head);
719                 head = head.chain;
720         }
721 };
722
723 // save waypoints to gamedir/data/maps/mapname.waypoints
724 // TODO: support saving wayboxes
725 void() waypoint_saveall =
726 {
727         local string filename, s;
728         local float file, c;
729         local entity w;
730         filename = strcat("maps/", mapname);
731         filename = strcat(filename, ".waypoints");
732         file = fopen(filename, FILE_WRITE);
733         if (file >= 0)
734         {
735                 c = 0;
736                 w = findchain(classname, "waypoint");
737                 while (w)
738                 {
739                         if (!(w.wpflags & WAYPOINTFLAG_GENERATED))
740                         {
741                                 s = strcat(vtos(w.origin + w.mins), "\n");
742                                 s = strcat(s, vtos(w.origin + w.maxs));
743                                 s = strcat(s, "\n");
744                                 s = strcat(s, ftos(w.wpflags));
745                                 s = strcat(s, "\n");
746                                 fputs(file, s);
747                                 c = c + 1;
748                         }
749                         w = w.chain;
750                 }
751                 fclose(file);
752                 bprint("saved ");
753                 bprint(ftos(c));
754                 bprint(" waypoints to maps/");
755                 bprint(mapname);
756                 bprint(".waypoints\n");
757         }
758         else
759         {
760                 bprint("waypoint save to ");
761                 bprint(filename);
762                 bprint(" failed\n");
763         }
764 };
765
766 // load waypoints from file
767 float() waypoint_loadall =
768 {
769         local string filename, s;
770         local float file, cwp, cwb, fl;
771         local vector m1, m2;
772         cwp = 0;
773         cwb = 0;
774         filename = strcat("maps/", mapname);
775         filename = strcat(filename, ".waypoints");
776         file = fopen(filename, FILE_READ);
777         if (file >= 0)
778         {
779                 while (1)
780                 {
781                         s = fgets(file);
782                         if (!s)
783                                 break;
784                         m1 = stov(s);
785                         s = fgets(file);
786                         if (!s)
787                                 break;
788                         m2 = stov(s);
789                         s = fgets(file);
790                         if (!s)
791                                 break;
792                         fl = stof(s);
793                         waypoint_spawn(m1, m2, fl);
794                         if (m1 == m2)
795                                 cwp = cwp + 1;
796                         else
797                                 cwb = cwb + 1;
798                 }
799                 fclose(file);
800                 dprint("loaded ");
801                 dprint(ftos(cwp));
802                 dprint(" waypoints and ");
803                 dprint(ftos(cwb));
804                 dprint(" wayboxes from maps/");
805                 dprint(mapname);
806                 dprint(".waypoints\n");
807         }
808         else
809         {
810                 dprint("waypoint load from ");
811                 dprint(filename);
812                 dprint(" failed\n");
813         }
814         return cwp + cwb;
815 };
816
817 void(entity e) waypoint_spawnforitem =
818 {
819         local entity w;
820         local vector org;
821
822         if(!bot_waypoints_for_items)
823                 return;
824
825         org = e.origin + (e.mins + e.maxs) * 0.5;
826         org_z = e.origin_z + e.mins_z - PL_MIN_z + 1;
827         e.nearestwaypointtimeout = time + 1000000000;
828         // don't spawn an item waypoint if it already exists
829         w = findchain(classname, "waypoint");
830         while (w)
831         {
832                 if (vlen(w.size) > 1)
833                 {
834                         if (boxesoverlap(org, org, w.absmin, w.absmax))
835                         {
836                                 e.nearestwaypoint = w;
837                                 return;
838                         }
839                 }
840                 else
841                 {
842                         if (vlen(w.origin - org) < 16)
843                         {
844                                 e.nearestwaypoint = w;
845                                 return;
846                         }
847                 }
848                 w = w.chain;
849         }
850         e.nearestwaypoint = waypoint_spawn(org, org, WAYPOINTFLAG_GENERATED | WAYPOINTFLAG_ITEM);
851 };
852
853 void(entity e, vector destination, float timetaken) waypoint_spawnforteleporter =
854 {
855         local entity w;
856         local entity dw;
857         w = waypoint_spawn(e.absmin, e.absmax, WAYPOINTFLAG_GENERATED | WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_NORELINK);
858         dw = waypoint_spawn(destination, destination, WAYPOINTFLAG_GENERATED);
859         // one way link to the destination
860         w.wp00 = dw;
861         w.wp00mincost = timetaken; // this is just for jump pads
862         // the teleporter's nearest waypoint is this one
863         // (teleporters are not goals, so this is probably useless)
864         e.nearestwaypoint = w;
865         e.nearestwaypointtimeout = time + 1000000000;
866 };
867
868
869
870
871
872 /////////////////////////////////////////////////////////////////////////////
873 // goal stack
874 /////////////////////////////////////////////////////////////////////////////
875
876 // completely empty the goal stack, used when deciding where to go
877 void() navigation_clearroute =
878 {
879         self.goalcurrent = world;
880         self.goalstack01 = world;
881         self.goalstack02 = world;
882         self.goalstack03 = world;
883         self.goalstack04 = world;
884         self.goalstack05 = world;
885         self.goalstack06 = world;
886         self.goalstack07 = world;
887         self.goalstack08 = world;
888         self.goalstack09 = world;
889         self.goalstack10 = world;
890         self.goalstack11 = world;
891         self.goalstack12 = world;
892         self.goalstack13 = world;
893         self.goalstack14 = world;
894         self.goalstack15 = world;
895         self.goalstack16 = world;
896         self.goalstack17 = world;
897         self.goalstack18 = world;
898         self.goalstack19 = world;
899         self.goalstack20 = world;
900         self.goalstack21 = world;
901         self.goalstack22 = world;
902         self.goalstack23 = world;
903         self.goalstack24 = world;
904         self.goalstack25 = world;
905         self.goalstack26 = world;
906         self.goalstack27 = world;
907         self.goalstack28 = world;
908         self.goalstack29 = world;
909         self.goalstack30 = world;
910         self.goalstack31 = world;
911 };
912
913 // add a new goal at the beginning of the stack
914 // (in other words: add a new prerequisite before going to the later goals)
915 void(entity e) navigation_pushroute =
916 {
917         self.goalstack31 = self.goalstack30;
918         self.goalstack30 = self.goalstack29;
919         self.goalstack29 = self.goalstack28;
920         self.goalstack28 = self.goalstack27;
921         self.goalstack27 = self.goalstack26;
922         self.goalstack26 = self.goalstack25;
923         self.goalstack25 = self.goalstack24;
924         self.goalstack24 = self.goalstack23;
925         self.goalstack23 = self.goalstack22;
926         self.goalstack22 = self.goalstack21;
927         self.goalstack21 = self.goalstack20;
928         self.goalstack20 = self.goalstack19;
929         self.goalstack19 = self.goalstack18;
930         self.goalstack18 = self.goalstack17;
931         self.goalstack17 = self.goalstack16;
932         self.goalstack16 = self.goalstack15;
933         self.goalstack15 = self.goalstack14;
934         self.goalstack14 = self.goalstack13;
935         self.goalstack13 = self.goalstack12;
936         self.goalstack12 = self.goalstack11;
937         self.goalstack11 = self.goalstack10;
938         self.goalstack10 = self.goalstack09;
939         self.goalstack09 = self.goalstack08;
940         self.goalstack08 = self.goalstack07;
941         self.goalstack07 = self.goalstack06;
942         self.goalstack06 = self.goalstack05;
943         self.goalstack05 = self.goalstack04;
944         self.goalstack04 = self.goalstack03;
945         self.goalstack03 = self.goalstack02;
946         self.goalstack02 = self.goalstack01;
947         self.goalstack01 = self.goalcurrent;
948         self.goalcurrent = e;
949 };
950
951 // remove first goal from stack
952 // (in other words: remove a prerequisite for reaching the later goals)
953 // (used when a waypoint is reached)
954 void() navigation_poproute =
955 {
956         self.goalcurrent = self.goalstack01;
957         self.goalstack01 = self.goalstack02;
958         self.goalstack02 = self.goalstack03;
959         self.goalstack03 = self.goalstack04;
960         self.goalstack04 = self.goalstack05;
961         self.goalstack05 = self.goalstack06;
962         self.goalstack06 = self.goalstack07;
963         self.goalstack07 = self.goalstack08;
964         self.goalstack08 = self.goalstack09;
965         self.goalstack09 = self.goalstack10;
966         self.goalstack10 = self.goalstack11;
967         self.goalstack11 = self.goalstack12;
968         self.goalstack12 = self.goalstack13;
969         self.goalstack13 = self.goalstack14;
970         self.goalstack14 = self.goalstack15;
971         self.goalstack15 = self.goalstack16;
972         self.goalstack16 = self.goalstack17;
973         self.goalstack17 = self.goalstack18;
974         self.goalstack18 = self.goalstack19;
975         self.goalstack19 = self.goalstack20;
976         self.goalstack20 = self.goalstack21;
977         self.goalstack21 = self.goalstack22;
978         self.goalstack22 = self.goalstack23;
979         self.goalstack23 = self.goalstack24;
980         self.goalstack24 = self.goalstack25;
981         self.goalstack25 = self.goalstack26;
982         self.goalstack26 = self.goalstack27;
983         self.goalstack27 = self.goalstack28;
984         self.goalstack28 = self.goalstack29;
985         self.goalstack29 = self.goalstack30;
986         self.goalstack30 = self.goalstack31;
987         self.goalstack31 = world;
988 };
989
990 // find the waypoint near a dynamic goal such as a dropped weapon
991 entity(entity player, float walkfromwp) navigation_findnearestwaypoint =
992 {
993         local entity waylist, w, best;
994         local float dist, bestdist;
995         local vector v, org;
996         org = player.origin + (player.mins_z - PL_MIN_z) * '0 0 1';
997         if(player.tag_entity)
998                 org = org + player.tag_entity.origin;
999         if (navigation_testtracewalk)
1000                 te_plasmaburn(org);
1001         best = world;
1002         bestdist = 1000;
1003         waylist = findchain(classname, "waypoint");
1004         // do two scans, because box test is cheaper
1005         w = waylist;
1006         while (w)
1007         {
1008                 // if object is touching waypoint
1009                 if (boxesoverlap(org, org, w.absmin, w.absmax))
1010                         return w;
1011                 w = w.chain;
1012         }
1013         // box check failed, try walk
1014         w = waylist;
1015         while (w)
1016         {
1017                 // if object can walk from waypoint
1018                 if (w.wpisbox)
1019                 {
1020                         local vector wm1, wm2;
1021                         wm1 = w.origin + w.mins;
1022                         wm2 = w.origin + w.maxs;
1023                         v_x = bound(wm1_x, org_x, wm2_x);
1024                         v_y = bound(wm1_y, org_y, wm2_y);
1025                         v_z = bound(wm1_z, org_z, wm2_z);
1026                 }
1027                 else
1028                         v = w.origin;
1029                 dist = vlen(v - org);
1030                 if (bestdist > dist)
1031                 {
1032                         if (walkfromwp)
1033                         {
1034                                 traceline(v, org, TRUE, player);
1035                                 if (trace_fraction == 1)
1036                                 if (tracewalk(player, v, PL_MIN, PL_MAX, org))
1037                                 {
1038                                         bestdist = dist;
1039                                         best = w;
1040                                 }
1041                         }
1042                         else
1043                         {
1044                                 traceline(v, org, TRUE, player);
1045                                 if (trace_fraction == 1)
1046                                 if (tracewalk(player, org, PL_MIN, PL_MAX, v))
1047                                 {
1048                                         bestdist = dist;
1049                                         best = w;
1050                                 }
1051                         }
1052                 }
1053                 w = w.chain;
1054         }
1055         return best;
1056 }
1057
1058 // finds the waypoints near the bot initiating a navigation query
1059 void() navigation_markroutes_nearestwaypoints =
1060 {
1061         local entity head;
1062         local float dist;
1063         local vector v, m1, m2;
1064         //navigation_testtracewalk = TRUE;
1065         head = findchain(classname, "waypoint");
1066         while (head)
1067         {
1068                 m1 = head.origin + head.mins;
1069                 m2 = head.origin + head.maxs;
1070                 v = self.origin;
1071                 v_x = bound(m1_x, v_x, m2_x);
1072                 v_y = bound(m1_y, v_y, m2_y);
1073                 v_z = bound(m1_z, v_z, m2_z);
1074                 dist = vlen(v - self.origin);
1075                 if (dist < 1000)
1076                 {
1077                         if (dist < 4)
1078                         {
1079                                 // if bot is very near a waypoint don't bother doing a trace
1080                                 head.wpnearestpoint = v;
1081                                 head.wpcost = dist + head.dmg;
1082                                 head.wpfire = 1;
1083                                 head.enemy = world;
1084                         }
1085                         else
1086                         {
1087                                 tracebox(self.origin, '-16 -16 0', '16 16 0', v, TRUE, self);
1088                                 if (trace_fraction == 1)
1089                                 {
1090                                         if (tracewalk(self, self.origin, self.mins, self.maxs, v))
1091                                         {
1092                                                 head.wpnearestpoint = v;
1093                                                 head.wpcost = dist + head.dmg;
1094                                                 head.wpfire = 1;
1095                                                 head.enemy = world;
1096                                         }
1097                                 }
1098                         }
1099                 }
1100                 head = head.chain;
1101         }
1102         //navigation_testtracewalk = FALSE;
1103 }
1104
1105 // updates a path link if a waypoint link is better than the current one
1106 void(entity w, entity wp, float cost2, vector p) navigation_markroutes_checkwaypoint =
1107 {
1108         local vector m1;
1109         local vector m2;
1110         local vector v;
1111         if (wp.wpisbox)
1112         {
1113                 m1 = wp.absmin;
1114                 m2 = wp.absmax;
1115                 v_x = bound(m1_x, p_x, m2_x);
1116                 v_y = bound(m1_y, p_y, m2_y);
1117                 v_z = bound(m1_z, p_z, m2_z);
1118         }
1119         else
1120                 v = wp.origin;
1121         cost2 = cost2 + vlen(v);
1122         if (wp.wpcost > cost2)
1123         {
1124                 wp.wpcost = cost2;
1125                 wp.enemy = w;
1126                 wp.wpfire = 1;
1127                 wp.wpnearestpoint = v;
1128         }
1129 };
1130
1131 // queries the entire waypoint network for pathes leading away from the bot
1132 void() navigation_markroutes =
1133 {
1134         local entity w, wp, waylist;
1135         local float searching, cost, cost2;
1136         local vector p;
1137         w = waylist = findchain(classname, "waypoint");
1138         while (w)
1139         {
1140                 w.wpnearestpoint = '0 0 0';
1141                 w.wpcost = 10000000;
1142                 w.wpfire = 0;
1143                 w.enemy = world;
1144                 w = w.chain;
1145         }
1146         navigation_markroutes_nearestwaypoints();
1147         searching = TRUE;
1148         while (searching)
1149         {
1150                 searching = FALSE;
1151                 w = waylist;
1152                 while (w)
1153                 {
1154                         if (w.wpfire)
1155                         {
1156                                 searching = TRUE;
1157                                 w.wpfire = 0;
1158                                 cost = w.wpcost;
1159                                 p = w.wpnearestpoint;
1160                                 wp = w.wp00;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp00mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1161                                 wp = w.wp01;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp01mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1162                                 wp = w.wp02;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp02mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1163                                 wp = w.wp03;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp03mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1164                                 wp = w.wp04;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp04mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1165                                 wp = w.wp05;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp05mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1166                                 wp = w.wp06;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp06mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1167                                 wp = w.wp07;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp07mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1168                                 wp = w.wp08;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp08mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1169                                 wp = w.wp09;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp09mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1170                                 wp = w.wp10;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp10mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1171                                 wp = w.wp11;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp11mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1172                                 wp = w.wp12;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp12mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1173                                 wp = w.wp13;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp13mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1174                                 wp = w.wp14;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp14mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1175                                 wp = w.wp15;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp15mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1176                                 wp = w.wp16;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp16mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1177                                 wp = w.wp17;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp17mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1178                                 wp = w.wp18;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp18mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1179                                 wp = w.wp19;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp19mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1180                                 wp = w.wp20;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp20mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1181                                 wp = w.wp21;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp21mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1182                                 wp = w.wp22;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp22mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1183                                 wp = w.wp23;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp23mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1184                                 wp = w.wp24;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp24mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1185                                 wp = w.wp25;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp25mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1186                                 wp = w.wp26;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp26mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1187                                 wp = w.wp27;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp27mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1188                                 wp = w.wp28;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp28mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1189                                 wp = w.wp29;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp29mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1190                                 wp = w.wp30;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp30mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1191                                 wp = w.wp31;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp31mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1192                                 }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
1193                         }
1194                         w = w.chain;
1195                 }
1196         }
1197 };
1198
1199 // updates the best goal according to a weighted calculation of travel cost and item value of a new proposed item
1200 void(entity e, float f) navigation_routerating =
1201 {
1202         if (!e)
1203                 return;
1204         //te_wizspike(e.origin);
1205         //bprint(etos(e));
1206         //bprint("\n");
1207         // update the cached waypoint link on a dynamic item entity
1208         if (time > e.nearestwaypointtimeout)
1209         {
1210                 e.nearestwaypoint = navigation_findnearestwaypoint(e, TRUE);
1211                 e.nearestwaypointtimeout = time + random() * 3 + 5;
1212         }
1213         if (e.nearestwaypoint)
1214         if (e.nearestwaypoint.wpcost < 10000000)
1215         {
1216                 //te_wizspike(e.nearestwaypoint.wpnearestpoint);
1217                 f = f / ((e.nearestwaypoint.wpcost + vlen(e.origin - e.nearestwaypoint.wpnearestpoint)) * 0.001 + 1);
1218                 if (navigation_bestrating < f)
1219                 {
1220                         navigation_bestrating = f;
1221                         navigation_bestgoal = e;
1222                 }
1223         }
1224 };
1225
1226 // replaces the goal stack with the path to a given item
1227 void(entity e) navigation_routetogoal =
1228 {
1229         // if already going to this goal, don't stop
1230         //if (self.goalentity == e)
1231         //      return;
1232         // clear the route and add the new one
1233         navigation_clearroute();
1234         self.goalentity = e;
1235         // if there is no goal, just exit
1236         if (!e)
1237                 return;
1238         // put the entity on the goal stack as the only item
1239         navigation_pushroute(e);
1240         //te_smallflash((e.absmin + e.absmax) * 0.5);
1241         //bprint("navigation_routetogoal(");
1242         //bprint(etos(e));
1243         //bprint(") : ");
1244         //bprint(etos(e));
1245         tracebox(self.origin, '-16 -16 0', '16 16 0', e.origin, TRUE, self);
1246         if (trace_fraction == 1)
1247         if (tracewalk(self, self.origin, PL_MIN, PL_MAX, e.origin))
1248                 return;
1249         // see if there are waypoints describing a path to the item
1250         e = e.nearestwaypoint;
1251         while (e != world)
1252         {
1253                 //bprint(" ");
1254                 //bprint(etos(e));
1255                 //te_smallflash((e.absmin + e.absmax) * 0.5);
1256                 //tracebox(self.origin, '-16 -16 0', '16 16 0', e.origin, TRUE, self);
1257                 //if (trace_fraction == 1)
1258                 //if (tracewalk(self, self.origin, PL_MIN, PL_MAX, e.origin))
1259                 //      break;
1260                 // add the waypoint to the path
1261                 navigation_pushroute(e);
1262                 e = e.enemy;
1263         }
1264         //bprint("\n");
1265 };
1266
1267 // removes any currently touching waypoints from the goal stack
1268 // (this is how bots detect if they have reached a goal)
1269 void() navigation_poptouchedgoals =
1270 {
1271         local vector org, m1, m2;
1272         org = self.origin;// + self.velocity * 0.1;
1273         m1 = org + self.mins;
1274         m2 = org + self.maxs;
1275         while (self.goalcurrent && boxesoverlap(m1, m2, self.goalcurrent.absmin, self.goalcurrent.absmax))
1276                 navigation_poproute();
1277 }
1278
1279 // begin a goal selection session (queries waypoint network)
1280 void() navigation_goalrating_start =
1281 {
1282         navigation_bestrating = -1;
1283         navigation_bestgoal = world;
1284         navigation_markroutes();
1285 };
1286
1287 // ends a goal selection session (updates goal stack to the best goal)
1288 void() navigation_goalrating_end =
1289 {
1290         navigation_routetogoal(navigation_bestgoal);
1291 };
1292
1293
1294
1295
1296
1297 //////////////////////////////////////////////////////////////////////////////
1298 // general bot functions
1299 //////////////////////////////////////////////////////////////////////////////
1300
1301 .float isbot; // true if this client is actually a bot
1302
1303 float skill;
1304 entity bot_list;
1305 .entity nextbot;
1306
1307 float sv_maxspeed;
1308 .float createdtime;
1309
1310 .float bot_attack;
1311 .float bot_dodge;
1312 .float bot_dodgerating;
1313
1314 //.float bot_painintensity;
1315 .float bot_firetimer;
1316 //.float bot_oldhealth;
1317 .void() bot_ai;
1318
1319 .entity bot_aimtarg;
1320 .float bot_aimlatency;
1321 .vector bot_aimselforigin;
1322 .vector bot_aimselfvelocity;
1323 .vector bot_aimtargorigin;
1324 .vector bot_aimtargvelocity;
1325
1326 .float bot_pickup;
1327 .float(entity player, entity item) bot_pickupevalfunc;
1328 .float bot_pickupbasevalue;
1329 .float bot_canfire;
1330
1331 // used for aiming currently
1332 // FIXME: make the weapon code use these and then replace the calculations here with a call to the weapon code
1333 vector shotorg;
1334 vector shotdir;
1335
1336 const float BOTSKINS = 19;
1337 const float BOTNAMES = 32;
1338 string(float r) bot_namefornumber =
1339 {
1340         if (r <  1) return "Thunderstorm";
1341         if (r <  2) return "Darkness";
1342         if (r <  3) return "Scorcher";
1343         if (r <  4) return "Paranoia";
1344         if (r <  5) return "Eureka";
1345         if (r <  6) return "Mystery";
1346         if (r <  7) return "Toxic";
1347         if (r <  8) return "Dominion";
1348         if (r <  9) return "Pegasus";
1349         if (r < 10) return "Sensible";
1350         if (r < 11) return "Gator";
1351         if (r < 12) return "Kangaroo";
1352         if (r < 13) return "Deadline";
1353         if (r < 14) return "Frosty";
1354         if (r < 15) return "Roadkill";
1355         if (r < 16) return "Death";
1356         if (r < 17) return "Panic";
1357         if (r < 18) return "Discovery";
1358         if (r < 19) return "Shadow";
1359         if (r < 20) return "Acidic";
1360         if (r < 21) return "Dominator";
1361         if (r < 22) return "Hellfire";
1362         if (r < 23) return "Necrotic";
1363         if (r < 24) return "Newbie";
1364         if (r < 25) return "Spellbinder";
1365         if (r < 26) return "Lion";
1366         if (r < 27) return "Controlled";
1367         if (r < 28) return "Airhead";
1368         if (r < 29) return "Delirium";
1369         if (r < 30) return "Resurrection";
1370         if (r < 31) return "Danger";
1371         return "Flatline";
1372 };
1373
1374 string(float r) bot_skinfornumber =
1375 {
1376              if (r <  1) {self.playermodel = "models/player/carni.zym"          ;self.playerskin = "0";return "Carni"          ;}
1377         else if (r <  2) {self.playermodel = "models/player/carni.zym"          ;self.playerskin = "1";return "Armored Carni"  ;}
1378         else if (r <  3) {self.playermodel = "models/player/crash.zym"          ;self.playerskin = "0";return "Quark"          ;}
1379         else if (r <  4) {self.playermodel = "models/player/grunt.zym"          ;self.playerskin = "0";return "Grunt"          ;}
1380         else if (r <  5) {self.playermodel = "models/player/headhunter.zym"     ;self.playerskin = "0";return "HeadHunter"     ;}
1381         else if (r <  6) {self.playermodel = "models/player/insurrectionist.zym";self.playerskin = "0";return "Insurrectionist";}
1382         else if (r <  7) {self.playermodel = "models/player/lurk.zym"           ;self.playerskin = "0";return "Lurk"           ;}
1383         else if (r <  8) {self.playermodel = "models/player/lurk.zym"           ;self.playerskin = "1";return "Reptile"        ;}
1384         else if (r <  9) {self.playermodel = "models/player/lycanthrope.zym"    ;self.playerskin = "0";return "Lycanthrope"    ;}
1385         else if (r < 10) {self.playermodel = "models/player/marine.zym"         ;self.playerskin = "0";return "Marine"         ;}
1386         else if (r < 11) {self.playermodel = "models/player/nexus.zym"          ;self.playerskin = "0";return "Nexus"          ;}
1387         else if (r < 12) {self.playermodel = "models/player/nexus.zym"          ;self.playerskin = "1";return "Mulder"         ;}
1388         else if (r < 13) {self.playermodel = "models/player/nexus.zym"          ;self.playerskin = "2";return "Xolar"          ;}
1389         else if (r < 14) {self.playermodel = "models/player/pyria.zym"          ;self.playerskin = "0";return "Pyria"          ;}
1390         else if (r < 15) {self.playermodel = "models/player/shock.zym"          ;self.playerskin = "0";return "Shock"          ;}
1391         else if (r < 16) {self.playermodel = "models/player/skadi.zym"          ;self.playerskin = "0";return "Skadi"          ;}
1392         else if (r < 17) {self.playermodel = "models/player/specop.zym"         ;self.playerskin = "0";return "Specop"         ;}
1393         else             {self.playermodel = "models/player/visitant.zym"       ;self.playerskin = "0";return "Fricka"         ;}
1394 };
1395
1396 void() bot_setnameandstuff =
1397 {
1398         local string name, prefix, suffix;
1399         local float r, b, shirt, pants;
1400
1401         prefix = cvar_string("bot_prefix");
1402         suffix = cvar_string("bot_suffix");
1403
1404         // this is really only a default, JoinBestTeam is called later
1405         pants = bound(0, floor(random() * 13), 13);
1406         //shirt = bound(0, floor(random() * 16), 15);
1407         shirt = pants;
1408         self.clientcolors = shirt * 16 + pants;
1409         self.team = pants + 1;
1410
1411         // now pick a name...
1412
1413         if (cvar("bot_usemodelnames"))
1414         {
1415                 // first see if all skins are taken
1416                 b = 0;
1417                 do
1418                 {
1419                         name = bot_skinfornumber(b);
1420                         b = b + 1;
1421                 }
1422                 while (b < BOTSKINS && find(world, netname, name));
1423
1424                 // randomly pick a skin, if it's taken either repeat until we find one,
1425                 // or give up if we already know all skins are taken
1426                 do
1427                 {
1428                         r = floor(random() * BOTSKINS);
1429                         name = bot_skinfornumber(r);
1430                 }
1431                 while (b < BOTSKINS && find(world, netname, name));
1432         }
1433         else
1434         {
1435                 // first see if all names are taken
1436                 b = 0;
1437                 do
1438                 {
1439                         name = bot_namefornumber(b);
1440                         b = b + 1;
1441                 }
1442                 while (b < BOTNAMES && find(world, netname, name));
1443
1444                 // randomly pick a name, if it's taken either repeat until we find one,
1445                 // or give up if we already know all names are taken
1446                 do
1447                 {
1448                         r = floor(random() * BOTNAMES);
1449                         name = bot_namefornumber(r);
1450                 }
1451                 while (b < BOTNAMES && find(world, netname, name));
1452
1453                 // randomly pick a skin
1454                 bot_skinfornumber(floor(random() * BOTSKINS));
1455         }
1456         if(!cvar("g_campaign"))
1457                 self.netname = strzone(strcat(prefix, name, suffix));
1458         else
1459                 self.netname = name;
1460 };
1461
1462 float bot_ignore_bots; // let bots not attack other bots (only works in non-teamplay)
1463 float(entity e) bot_shouldattack =
1464 {
1465         if (e.team == self.team)
1466         {
1467                 if (e == self)
1468                         return FALSE;
1469                 if (teamplay)
1470                 if (e.team != 0)
1471                         return FALSE;
1472         }
1473         if(!teamplay)
1474                 if(bot_ignore_bots)
1475                         if(clienttype(e) == CLIENTTYPE_BOT)
1476                                 return FALSE;
1477         if (!e.takedamage)
1478                 return FALSE;
1479         if (e.deadflag)
1480                 return FALSE;
1481         if (e.buttonchat)
1482                 return FALSE;
1483         return TRUE;
1484 };
1485
1486 void(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) bot_lagfunc =
1487 {
1488         self.bot_aimtarg = e1;
1489         self.bot_aimlatency = self.ping; // FIXME?  Shouldn't this be in the lag item?
1490         self.bot_aimselforigin = v1;
1491         self.bot_aimselfvelocity = v2;
1492         self.bot_aimtargorigin = v3;
1493         self.bot_aimtargvelocity = v4;
1494         if(skill <= 0)
1495                 self.bot_canfire = (random() < 0.8);
1496         else if(skill <= 1)
1497                 self.bot_canfire = (random() < 0.9);
1498         else if(skill <= 2)
1499                 self.bot_canfire = (random() < 0.95);
1500         else
1501                 self.bot_canfire = 1;
1502 };
1503
1504 .float bot_badaimtime;
1505 .float bot_aimthinktime;
1506 .vector bot_mouseaim;
1507 .vector bot_badaimoffset;
1508 .vector bot_1st_order_aimfilter;
1509 .vector bot_2nd_order_aimfilter;
1510 .vector bot_3th_order_aimfilter;
1511 .vector bot_4th_order_aimfilter;
1512 .vector bot_5th_order_aimfilter;
1513 .vector bot_olddesiredang;
1514 float(vector v, float maxfiredeviation) bot_aimdir =
1515 {
1516 /*
1517         local float snapcos;
1518         local vector olddir, newdir, desireddir;
1519
1520         makevectors(self.v_angle);
1521         olddir = newdir = v_forward;
1522         desireddir = normalize(v);
1523         snapcos = cos(cvar("bot_ai_aimskill_snapangle") * frametime * (skill + 1) * 0.5);
1524         if (desireddir * olddir < v_forward_x)
1525                 newdir = desireddir;
1526         else
1527         {
1528                 local float blendrate;
1529                 blendrate = cvar("bot_ai_aimskill_blendrate") * frametime * (skill + 1) * 0.5;
1530                 newdir = olddir + (desireddir - olddir) * bound(0, blendrate, 1);
1531         }
1532
1533         // decide whether to fire this time
1534         if ((desireddir * newdir) >= cos(maxfiredeviation))
1535                 self.bot_firetimer = time + 0.3;
1536
1537         self.v_angle = vectoangles(newdir);
1538         self.v_angle_x = self.v_angle_x * -1;
1539
1540         makevectors(self.v_angle);
1541         shotorg = self.origin + self.view_ofs;
1542         shotdir = newdir;
1543
1544         return time < self.bot_firetimer;
1545 */
1546
1547         local float dist;
1548         local vector desiredang, diffang;
1549
1550         //dprint("aim ", self.netname, ": old:", vtos(self.v_angle));
1551         // make sure v_angle is sane first
1552         //self.v_angle_x = bound(-180, self.v_angle_x, 180);
1553         //while (self.v_angle_x < -180) self.v_angle_x = self.v_angle_x + 360;
1554         //while (self.v_angle_x >= 180) self.v_angle_x = self.v_angle_x - 360;
1555         while (self.v_angle_y < -180) self.v_angle_y = self.v_angle_y + 360;
1556         while (self.v_angle_y >= 180) self.v_angle_y = self.v_angle_y - 360;
1557         //while (self.v_angle_z < -180) self.v_angle_z = self.v_angle_z + 360;
1558         //while (self.v_angle_z >= 180) self.v_angle_z = self.v_angle_z - 360;
1559         self.v_angle_z = 0;
1560
1561         // get the desired angles to aim at
1562         //dprint(" at:", vtos(v));
1563         v = normalize(v);
1564         //te_lightning2(world, self.origin + self.view_ofs, self.origin + self.view_ofs + v * 200);
1565         if (time >= self.bot_badaimtime)
1566         {
1567                 self.bot_badaimtime = max(self.bot_badaimtime + 0.3, time);
1568                 self.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+self.bot_offsetskill), 5);
1569         }
1570         desiredang = vectoangles(v) + self.bot_badaimoffset*cvar("bot_ai_aimskill_offset");
1571         //dprint(" desired:", vtos(desiredang));
1572         if (desiredang_x >= 180)
1573                 desiredang_x = desiredang_x - 360;
1574         desiredang_x = 0 - desiredang_x;
1575         desiredang_z = self.v_angle_z;
1576         desiredang_x = bound(-90, desiredang_x, 90);
1577         //dprint(" / ", vtos(desiredang));
1578
1579         //// pain throws off aim
1580         //if (self.bot_painintensity)
1581         //{
1582         //      // shake from pain
1583         //      desiredang = desiredang + randomvec() * self.bot_painintensity * 0.2;
1584         //}
1585
1586         // calculate turn angles
1587         diffang = (desiredang - self.bot_olddesiredang)*(1/frametime);
1588         self.bot_olddesiredang = desiredang;
1589         //dprint(" diff:", vtos(diffang));
1590
1591         // wrap yaw turn
1592         while (diffang_y < -180)
1593                 diffang_y = diffang_y + 360;
1594         while (diffang_y >  180)
1595                 diffang_y = diffang_y - 360;
1596
1597         // Here we will try to anticipate the comming aiming direction
1598         self.bot_1st_order_aimfilter= self.bot_1st_order_aimfilter
1599                 + (diffang                      - self.bot_1st_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_1st"),1);
1600         self.bot_2nd_order_aimfilter= self.bot_2nd_order_aimfilter
1601                 + (self.bot_1st_order_aimfilter - self.bot_2nd_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_2nd"),1);
1602         self.bot_3th_order_aimfilter= self.bot_3th_order_aimfilter
1603                 + (self.bot_2nd_order_aimfilter - self.bot_3th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_3th"),1);
1604         self.bot_4th_order_aimfilter= self.bot_4th_order_aimfilter
1605                 + (self.bot_3th_order_aimfilter - self.bot_4th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_4th"),1);
1606         self.bot_5th_order_aimfilter= self.bot_5th_order_aimfilter
1607                 + (self.bot_4th_order_aimfilter - self.bot_5th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_5th"),1);
1608
1609         local float blend;
1610         //blend = (bound(0,skill,10)*0.1)*pow(1-bound(0,skill,10)*0.05,2.5)*5.656854249; //Plot formule before changing !
1611         blend = bound(0,skill,10)*0.1;
1612         desiredang = desiredang + blend *
1613         (
1614                   self.bot_1st_order_aimfilter * cvar("bot_ai_aimskill_order_mix_1st")
1615                 + self.bot_2nd_order_aimfilter * cvar("bot_ai_aimskill_order_mix_2nd")
1616                 + self.bot_3th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_3th")
1617                 + self.bot_4th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_4th")
1618                 + self.bot_5th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_5th")
1619         );
1620         while (desiredang_z < -180)
1621                 desiredang_z = desiredang_z + 360;
1622         while (desiredang_z >  180)
1623                 desiredang_z = desiredang_z - 360;
1624         // calculate turn angles
1625         diffang = desiredang - self.bot_mouseaim;
1626         //dprint(" diff:", vtos(diffang));
1627
1628         // wrap yaw turn
1629         while (diffang_y < -180)
1630                 diffang_y = diffang_y + 360;
1631         while (diffang_y >  180)
1632                 diffang_y = diffang_y - 360;
1633
1634         if (time >= self.bot_aimthinktime)
1635         {
1636                 self.bot_aimthinktime = max(self.bot_aimthinktime + 0.5 - 0.05*(skill+self.bot_thinkskill), time);
1637                 self.bot_mouseaim = self.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-skill,10));
1638         }
1639
1640         //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
1641
1642         desiredang = self.bot_mouseaim*bound(0,cvar("bot_ai_aimskill_think"),1) + desiredang * bound(0,(1-cvar("bot_ai_aimskill_think")),1);
1643
1644         // calculate turn angles
1645         diffang = desiredang - self.v_angle;
1646         //dprint(" diff:", vtos(diffang));
1647
1648         // wrap yaw turn
1649         while (diffang_y < -180)
1650                 diffang_y = diffang_y + 360;
1651         while (diffang_y >  180)
1652                 diffang_y = diffang_y - 360;
1653         // calculate turn angles
1654         diffang = desiredang - self.v_angle;
1655         //dprint(" diff:", vtos(diffang));
1656
1657         // wrap yaw turn
1658         while (diffang_y < -180)
1659                 diffang_y = diffang_y + 360;
1660         while (diffang_y >  180)
1661                 diffang_y = diffang_y - 360;
1662
1663         // jitter tracking
1664         dist = vlen(diffang);
1665         //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
1666
1667         // turn
1668         local float r, fixedrate, blendrate;
1669         fixedrate = cvar("bot_ai_aimskill_fixedrate") / bound(1,dist,1000);
1670         blendrate = cvar("bot_ai_aimskill_blendrate");
1671         r = max(fixedrate, blendrate);
1672         //self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
1673         self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+pow(skill+self.bot_mouseskill,3)*0.005-random()), 1);
1674         self.v_angle = self.v_angle * bound(0,cvar("bot_ai_aimskill_mouse"),1) + desiredang * bound(0,(1-cvar("bot_ai_aimskill_mouse")),1);
1675         //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
1676         //self.v_angle = self.v_angle + diffang * (1/ blendrate);
1677         self.v_angle_z = 0;
1678         while (self.v_angle_y < -180)
1679                 self.v_angle_y = self.v_angle_y + 360;
1680         while (self.v_angle_y >= 180)
1681                 self.v_angle_y = self.v_angle_y - 360;
1682         //dprint(" turn:", vtos(self.v_angle));
1683
1684         makevectors(self.v_angle);
1685         shotorg = self.origin + self.view_ofs;
1686         shotdir = v_forward;
1687
1688         //dprint(" dir:", vtos(v_forward));
1689         //te_lightning2(world, shotorg, shotorg + shotdir * 100);
1690
1691         // calculate turn angles again
1692         diffang = desiredang - self.v_angle;
1693         while (diffang_y < -180)
1694                 diffang_y = diffang_y + 360;
1695         while (diffang_y >  180)
1696                 diffang_y = diffang_y - 360;
1697
1698         //bprint("e ");bprintvector(diffang);bprint(" < ");bprintfloat(maxfiredeviation);bprint("\n");
1699
1700         // decide whether to fire this time
1701         // note the maxfiredeviation is in degrees so this has to convert to radians first
1702         //if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
1703         if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
1704                         self.bot_firetimer = time + 0.3/bound(1,skill*0.3,3);
1705         traceline(shotorg,shotorg+shotdir*1000,FALSE,world);
1706         if ( vlen(trace_endpos-shotorg)>bound(0,skill*20,20) && random()<bound(0,skill*0.5,10)*frametime*2 )
1707                 self.bot_canfire = 0;
1708         //dprint(ftos(maxfiredeviation),"\n");
1709         //dprint(" diff:", vtos(diffang), "\n");
1710
1711         return self.bot_canfire && (time < self.bot_firetimer);
1712 };
1713
1714 vector(vector targorigin, vector targvelocity, float shotspeed, float shotdelay) bot_shotlead =
1715 {
1716         // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
1717         return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
1718 };
1719
1720 float(float shotspeed, float shotspeedupward, float maxshottime, float applygravity) bot_aim =
1721 {
1722         local float f, r;
1723         local vector v;
1724         /*
1725         eprint(self);
1726         dprint("bot_aim(", ftos(shotspeed));
1727         dprint(", ", ftos(shotspeedupward));
1728         dprint(", ", ftos(maxshottime));
1729         dprint(", ", ftos(applygravity));
1730         dprint(");\n");
1731         */
1732         if (!shotspeed)
1733         {
1734                 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " shotspeed is zero!\n");
1735                 shotspeed = 1000000;
1736         }
1737         if (!maxshottime)
1738         {
1739                 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " maxshottime is zero!\n");
1740                 maxshottime = 1;
1741         }
1742         makevectors(self.v_angle);
1743         shotorg = self.origin + self.view_ofs;
1744         shotdir = v_forward;
1745         v = bot_shotlead(self.bot_aimtargorigin, self.bot_aimtargvelocity, shotspeed, self.bot_aimlatency);
1746         local float distanceratio;
1747         distanceratio =sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/cvar("bot_ai_aimskill_firetolerance_distdegrees");
1748         distanceratio = bound(0,distanceratio,1);
1749         r =  (cvar("bot_ai_aimskill_firetolerance_maxdegrees")-cvar("bot_ai_aimskill_firetolerance_mindegrees"))
1750                 * (1-distanceratio) + cvar("bot_ai_aimskill_firetolerance_mindegrees");
1751         if (applygravity && self.bot_aimtarg)
1752         {
1753                 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', self.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, self))
1754                         return FALSE;
1755                 f = bot_aimdir(findtrajectory_velocity - shotspeedupward * '0 0 1', r);
1756         }
1757         else
1758         {
1759                 f = bot_aimdir(v - shotorg, r);
1760                 //dprint("AIM: ");dprint(vtos(self.bot_aimtargorigin));dprint(" + ");dprint(vtos(self.bot_aimtargvelocity));dprint(" * ");dprint(ftos(self.bot_aimlatency + vlen(self.bot_aimtargorigin - shotorg) / shotspeed));dprint(" = ");dprint(vtos(v));dprint(" : aimdir = ");dprint(vtos(normalize(v - shotorg)));dprint(" : ");dprint(vtos(shotdir));dprint("\n");
1761                 traceline(shotorg, shotorg + shotdir * 10000, FALSE, self);
1762                 if (trace_ent.takedamage)
1763                 if (trace_fraction < 1)
1764                 if (!bot_shouldattack(trace_ent))
1765                         return FALSE;
1766                 traceline(shotorg, self.bot_aimtargorigin, FALSE, self);
1767                 if (trace_fraction < 1)
1768                 if (trace_ent != self.enemy)
1769                 if (!bot_shouldattack(trace_ent))
1770                         return FALSE;
1771         }
1772         if (r > maxshottime * shotspeed)
1773                 return FALSE;
1774         return f;
1775 };
1776
1777 // TODO: move this painintensity code to the player damage code
1778 void() bot_think =
1779 {
1780         //if (self.bot_painintensity > 0)
1781         //      self.bot_painintensity = self.bot_painintensity - (skill + 1) * 40 * frametime;
1782
1783         //self.bot_painintensity = self.bot_painintensity + self.bot_oldhealth - self.health;
1784         //self.bot_painintensity = bound(0, self.bot_painintensity, 100);
1785
1786         if(time < restart_countdown || ((cvar("g_campaign") && !campaign_bots_may_start)))
1787         {
1788                 self.nextthink = time + 0.5;
1789                 return;
1790         }
1791
1792         if (self.fixangle)
1793         {
1794                 self.v_angle = self.angles;
1795                 self.v_angle_z = 0;
1796                 self.fixangle = FALSE;
1797         }
1798
1799         self.dmg_take = 0;
1800         self.dmg_save = 0;
1801         self.dmg_inflictor = world;
1802
1803         // calculate an aiming latency based on the skill setting
1804         // (simulated network latency + naturally delayed reflexes)
1805         //self.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
1806         // minimum ping 20+10 random
1807         self.ping = bound(0,0.07 - bound(0, skill * 0.005,0.05)+random()*0.01,0.65); // Now holds real lag to server, and higer skill players take a less laggy server
1808         // skill 10 = ping 0.2 (adrenaline)
1809         // skill 0 = ping 0.7 (slightly drunk)
1810
1811         // clear buttons
1812         self.button0 = 0;
1813         self.button1 = 0;
1814         self.button2 = 0;
1815         self.button3 = 0;
1816         self.button4 = 0;
1817         self.button5 = 0;
1818         self.button6 = 0;
1819         self.button7 = 0;
1820         self.button8 = 0;
1821         self.buttonchat = 0;
1822         self.buttonuse = 0;
1823
1824         // if dead, just wait until we can respawn
1825         if (self.deadflag)
1826         {
1827                 if (self.deadflag == DEAD_DEAD)
1828                         self.button2 = 1; // press jump to respawn
1829                 return;
1830         }
1831
1832         // now call the current bot AI (havocbot for example)
1833         self.bot_ai();
1834 };
1835
1836 entity bot_strategytoken;
1837 entity player_list;
1838 .entity nextplayer;
1839 void() bot_relinkplayerlist =
1840 {
1841         local entity e;
1842         local entity prevbot;
1843         player_count = 0;
1844         currentbots = 0;
1845         player_list = e = findchainflags(flags, FL_CLIENT);
1846         bot_list = world;
1847         prevbot = world;
1848         while (e)
1849         {
1850                 player_count = player_count + 1;
1851                 e.nextplayer = e.chain;
1852                 if (clienttype(e) == CLIENTTYPE_BOT)
1853                 {
1854                         if (prevbot)
1855                                 prevbot.nextbot = e;
1856                         else
1857                                 bot_list = e;
1858                         prevbot = e;
1859                         currentbots = currentbots + 1;
1860                 }
1861                 e = e.chain;
1862         }
1863         dprint(strcat("relink: ", ftos(currentbots), " bots seen.\n"));
1864         bot_strategytoken = bot_list;
1865 };
1866
1867 void() havocbot_setupbot;
1868 float JoinBestTeam(entity pl, float only_return_best);
1869
1870 void() bot_clientconnect =
1871 {
1872         if (clienttype(self) != CLIENTTYPE_BOT)
1873                 return;
1874         self.lag_func = bot_lagfunc;
1875         self.isbot = TRUE;
1876         self.createdtime = self.nextthink;
1877         JoinBestTeam(self, FALSE);
1878         havocbot_setupbot();
1879         self.bot_mouseskill=random()-0.5;
1880         self.bot_thinkskill=random()-0.5;
1881         self.bot_predictionskill=random()-0.5;
1882         self.bot_offsetskill=random()-0.5;
1883 };
1884
1885 entity() bot_spawn =
1886 {
1887         local entity oldself, bot;
1888         bot = spawnclient();
1889         if (bot)
1890         {
1891                 currentbots = currentbots + 1;
1892                 oldself = self;
1893                 self = bot;
1894                 bot_setnameandstuff();
1895                 ClientConnect();
1896                 PutClientInServer();
1897                 self = oldself;
1898         }
1899         return bot;
1900 };
1901
1902 void CheckAllowedTeams(entity for_whom); void GetTeamCounts(entity other); float c1, c2, c3, c4;
1903 void() bot_removefromlargestteam =
1904 {
1905         local float besttime, bestcount, thiscount;
1906         local entity best, head;
1907         CheckAllowedTeams(world);
1908         GetTeamCounts(world);
1909         head = findchainfloat(isbot, TRUE);
1910         if (!head)
1911                 return;
1912         best = head;
1913         besttime = head.createdtime;
1914         bestcount = 0;
1915         while (head)
1916         {
1917                 if(head.team == COLOR_TEAM1)
1918                         thiscount = c1;
1919                 else if(head.team == COLOR_TEAM2)
1920                         thiscount = c2;
1921                 else if(head.team == COLOR_TEAM3)
1922                         thiscount = c3;
1923                 else if(head.team == COLOR_TEAM4)
1924                         thiscount = c4;
1925                 else
1926                         thiscount = 0;
1927                 if (thiscount > bestcount)
1928                 {
1929                         bestcount = thiscount;
1930                         besttime = head.createdtime;
1931                         best = head;
1932                 }
1933                 else if (thiscount == bestcount && besttime < head.createdtime)
1934                 {
1935                         besttime = head.createdtime;
1936                         best = head;
1937                 }
1938                 head = head.chain;
1939         }
1940         currentbots = currentbots - 1;
1941         dropclient(best);
1942 };
1943
1944 void() bot_removenewest =
1945 {
1946         local float besttime;
1947         local entity best, head;
1948
1949         if(teams_matter)
1950         {
1951                 bot_removefromlargestteam();
1952                 return;
1953         }
1954
1955         head = findchainfloat(isbot, TRUE);
1956         if (!head)
1957                 return;
1958         best = head;
1959         besttime = head.createdtime;
1960         while (head)
1961         {
1962                 if (besttime < head.createdtime)
1963                 {
1964                         besttime = head.createdtime;
1965                         best = head;
1966                 }
1967                 head = head.chain;
1968         }
1969         currentbots = currentbots - 1;
1970         dropclient(best);
1971 };
1972
1973 float botframe_waypointeditorlightningtime;
1974 void() botframe_showwaypointlinks =
1975 {
1976         local entity player, head, w;
1977         if (time < botframe_waypointeditorlightningtime)
1978                 return;
1979         botframe_waypointeditorlightningtime = time + 0.5;
1980         player = find(world, classname, "player");
1981         while (player)
1982         {
1983                 if (!player.isbot)
1984                 if (player.flags & FL_ONGROUND)
1985                 {
1986                         //navigation_testtracewalk = TRUE;
1987                         head = navigation_findnearestwaypoint(player, FALSE);
1988                         //navigation_testtracewalk = FALSE;
1989                         if (head)
1990                         {
1991                                 w = head     ;if (w) te_lightning2(world, w.origin, player.origin);
1992                                 w = head.wp00;if (w) te_lightning2(world, w.origin, head.origin);
1993                                 w = head.wp01;if (w) te_lightning2(world, w.origin, head.origin);
1994                                 w = head.wp02;if (w) te_lightning2(world, w.origin, head.origin);
1995                                 w = head.wp03;if (w) te_lightning2(world, w.origin, head.origin);
1996                                 w = head.wp04;if (w) te_lightning2(world, w.origin, head.origin);
1997                                 w = head.wp05;if (w) te_lightning2(world, w.origin, head.origin);
1998                                 w = head.wp06;if (w) te_lightning2(world, w.origin, head.origin);
1999                                 w = head.wp07;if (w) te_lightning2(world, w.origin, head.origin);
2000                                 w = head.wp08;if (w) te_lightning2(world, w.origin, head.origin);
2001                                 w = head.wp09;if (w) te_lightning2(world, w.origin, head.origin);
2002                                 w = head.wp10;if (w) te_lightning2(world, w.origin, head.origin);
2003                                 w = head.wp11;if (w) te_lightning2(world, w.origin, head.origin);
2004                                 w = head.wp12;if (w) te_lightning2(world, w.origin, head.origin);
2005                                 w = head.wp13;if (w) te_lightning2(world, w.origin, head.origin);
2006                                 w = head.wp14;if (w) te_lightning2(world, w.origin, head.origin);
2007                                 w = head.wp15;if (w) te_lightning2(world, w.origin, head.origin);
2008                                 w = head.wp16;if (w) te_lightning2(world, w.origin, head.origin);
2009                                 w = head.wp17;if (w) te_lightning2(world, w.origin, head.origin);
2010                                 w = head.wp18;if (w) te_lightning2(world, w.origin, head.origin);
2011                                 w = head.wp19;if (w) te_lightning2(world, w.origin, head.origin);
2012                                 w = head.wp20;if (w) te_lightning2(world, w.origin, head.origin);
2013                                 w = head.wp21;if (w) te_lightning2(world, w.origin, head.origin);
2014                                 w = head.wp22;if (w) te_lightning2(world, w.origin, head.origin);
2015                                 w = head.wp23;if (w) te_lightning2(world, w.origin, head.origin);
2016                                 w = head.wp24;if (w) te_lightning2(world, w.origin, head.origin);
2017                                 w = head.wp25;if (w) te_lightning2(world, w.origin, head.origin);
2018                                 w = head.wp26;if (w) te_lightning2(world, w.origin, head.origin);
2019                                 w = head.wp27;if (w) te_lightning2(world, w.origin, head.origin);
2020                                 w = head.wp28;if (w) te_lightning2(world, w.origin, head.origin);
2021                                 w = head.wp29;if (w) te_lightning2(world, w.origin, head.origin);
2022                                 w = head.wp30;if (w) te_lightning2(world, w.origin, head.origin);
2023                                 w = head.wp31;if (w) te_lightning2(world, w.origin, head.origin);
2024                         }
2025                 }
2026                 player = find(player, classname, "player");
2027         }
2028 };
2029
2030 entity botframe_dangerwaypoint;
2031 void() botframe_updatedangerousobjects =
2032 {
2033         local entity head, bot_dodgelist;
2034         local vector m1, m2, v;
2035         local float c, d, danger;
2036         c = 0;
2037         bot_dodgelist = findchainfloat(bot_dodge, TRUE);
2038         botframe_dangerwaypoint = find(botframe_dangerwaypoint, classname, "waypoint");
2039         while (botframe_dangerwaypoint != world)
2040         {
2041                 danger = 0;
2042                 m1 = botframe_dangerwaypoint.mins;
2043                 m2 = botframe_dangerwaypoint.maxs;
2044                 head = bot_dodgelist;
2045                 while (head)
2046                 {
2047                         v = head.origin;
2048                         v_x = bound(m1_x, v_x, m2_x);
2049                         v_y = bound(m1_y, v_y, m2_y);
2050                         v_z = bound(m1_z, v_z, m2_z);
2051                         d = head.bot_dodgerating - vlen(head.origin - v);
2052                         if (d > 0)
2053                         {
2054                                 traceline(head.origin, v, TRUE, world);
2055                                 if (trace_fraction == 1)
2056                                         danger = danger + d;
2057                         }
2058                         head = head.chain;
2059                 }
2060                 botframe_dangerwaypoint.dmg = danger;
2061                 c = c + 1;
2062                 if (c >= 256)
2063                         break;
2064                 botframe_dangerwaypoint = find(botframe_dangerwaypoint, classname, "waypoint");
2065         }
2066 };
2067
2068
2069 float botframe_spawnedwaypoints;
2070 float botframe_nextthink;
2071
2072 float autoskill_nextthink;
2073 .float totalfrags_lastcheck;
2074 void(float factor) autoskill =
2075 {
2076         float bestbot;
2077         float bestplayer;
2078         entity head;
2079
2080         bestbot = -1;
2081         bestplayer = -1;
2082         FOR_EACH_PLAYER(head)
2083         {
2084                 if(clienttype(head) == CLIENTTYPE_REAL)
2085                         bestplayer = max(bestplayer, head.totalfrags - head.totalfrags_lastcheck);
2086                 else
2087                         bestbot = max(bestbot, head.totalfrags - head.totalfrags_lastcheck);
2088         }
2089
2090         dprint("autoskill: best player got ", ftos(bestplayer), ", ");
2091         dprint("best bot got ", ftos(bestbot), "; ");
2092         if(bestbot < 0 || bestplayer < 0)
2093         {
2094                 dprint("not doing anything\n");
2095                 // don't return, let it reset all counters below
2096         }
2097         else if(bestbot <= bestplayer * factor - 2)
2098         {
2099                 if(cvar("skill") < 17)
2100                 {
2101                         dprint("2 frags difference, increasing skill\n");
2102                         cvar_set("skill", ftos(cvar("skill") + 1));
2103                         bprint("^2SKILL UP!^7 Now at level ", ftos(cvar("skill")), "\n");
2104                 }
2105         }
2106         else if(bestbot >= bestplayer * factor + 2)
2107         {
2108                 if(cvar("skill") > 0)
2109                 {
2110                         dprint("2 frags difference, decreasing skill\n");
2111                         cvar_set("skill", ftos(cvar("skill") - 1));
2112                         bprint("^1SKILL DOWN!^7 Now at level ", ftos(cvar("skill")), "\n");
2113                 }
2114         }
2115         else
2116         {
2117                 dprint("not doing anything\n");
2118                 return;
2119                 // don't reset counters, wait for them to accumulate
2120         }
2121
2122         FOR_EACH_PLAYER(head)
2123                 head.totalfrags_lastcheck = head.totalfrags;
2124 }
2125
2126 void() bot_serverframe =
2127 {
2128         float realplayers, bots, activerealplayers;
2129         entity head;
2130
2131         if (intermission_running)
2132                 return;
2133
2134         if (time < 2)
2135                 return;
2136
2137         if(time > autoskill_nextthink)
2138         {
2139                 float a;
2140                 a = cvar("skill_auto");
2141                 if(!cvar("g_campaign"))
2142                         if(a)
2143                                 autoskill(a);
2144                 autoskill_nextthink = time + 5;
2145         }
2146
2147         activerealplayers = 0;
2148         realplayers = 0;
2149
2150         FOR_EACH_REALCLIENT(head)
2151         {
2152                 if(head.classname == "player" || g_lms || g_arena)
2153                         ++activerealplayers;
2154                 ++realplayers;
2155         }
2156
2157         // add/remove bots if needed to make sure there are at least
2158         // minplayers+bot_number, or remove all bots if no one is playing
2159         // But don't remove bots immediately on level change, as the real players
2160         // usually haven't rejoined yet
2161         bots_would_leave = FALSE;
2162         if (realplayers || cvar("bot_join_empty") || (currentbots > 0 && time < 5))
2163         {
2164                 float realminplayers, minplayers;
2165                 realminplayers = cvar("minplayers");
2166                 minplayers = max(0, floor(realminplayers));
2167
2168                 float realminbots, minbots;
2169                 if(cvar("bot_vs_human"))
2170                         realminbots = ceil(fabs(cvar("bot_vs_human")) * activerealplayers);
2171                 else
2172                         realminbots = cvar("bot_number");
2173                 minbots = max(0, floor(realminbots));
2174
2175                 bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
2176                 if(bots > minbots)
2177                         bots_would_leave = TRUE;
2178         }
2179         else
2180         {
2181                 // if there are no players, remove bots
2182                 bots = 0;
2183         }
2184
2185         bot_ignore_bots = cvar("bot_ignore_bots");
2186
2187         // only add one bot per frame to avoid utter chaos
2188         if(time > botframe_nextthink)
2189         {
2190                 //dprint(ftos(bots), " ? ", ftos(currentbots), "\n");
2191                 while (currentbots < bots)
2192                 {
2193                         if (bot_spawn() == world)
2194                         {
2195                                 bprint("Can not add bot, server full.\n");
2196                                 botframe_nextthink = time + 10;
2197                                 break;
2198                         }
2199                 }
2200                 while (currentbots > bots)
2201                         bot_removenewest();
2202         }
2203
2204         if(botframe_spawnedwaypoints)
2205         {
2206                 if(cvar("waypoint_benchmark"))
2207                         localcmd("quit\n");
2208         }
2209
2210         if (currentbots > 0 || cvar("g_waypointeditor"))
2211         if (!botframe_spawnedwaypoints)
2212         {
2213                 botframe_spawnedwaypoints = TRUE;
2214                 waypoint_loadall();
2215                 waypoint_schedulerelinkall();
2216         }
2217
2218         if (bot_list)
2219         {
2220                 // cycle the goal token from one bot to the next each frame
2221                 // (this prevents them from all doing waypoint searches on the same
2222                 //  frame, which causes choppy framerates)
2223                 if (bot_strategytoken)
2224                         bot_strategytoken = bot_strategytoken.nextbot;
2225                 if (!bot_strategytoken)
2226                         bot_strategytoken = bot_list;
2227
2228                 botframe_updatedangerousobjects();
2229         }
2230
2231         if (cvar("g_waypointeditor"))
2232                 botframe_showwaypointlinks();
2233 };