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no more tdeath
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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);
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");
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 }
565
566 // create a new waypoint and automatically link it to other waypoints, and link
567 // them back to it as well
568 // (suitable for waypoint editor)
569 entity(vector m1, vector m2, float f) waypoint_spawn =
570 {
571         local entity w;
572         local vector org;
573         org = (m1 + m2) * 0.5;
574         m1 = m1 - org;
575         m2 = m2 - org;
576         w = find(world, classname, "waypoint");
577         while (w)
578         {
579                 // if a matching waypoint already exists, don't add a duplicate
580                 if (w.origin == org && w.mins == m1 && w.maxs == m2)
581                         return w;
582                 w = find(w, classname, "waypoint");
583         }
584         w = spawn();
585         w.classname = "waypoint";
586         w.wpflags = f;
587         setorigin(w, org);
588         setsize(w, m1, m2);
589         waypoint_clearlinks(w);
590         //waypoint_schedulerelink(w);
591         return w;
592 };
593
594 // waypoint map entity
595 void() waypoint =
596 {
597         setorigin(self, self.origin);
598         // schedule a relink after other waypoints have had a chance to spawn
599         waypoint_clearlinks(self);
600         //waypoint_schedulerelink(self);
601 };
602
603 // remove a waypoint, and schedule all neighbors to relink
604 void(entity e) waypoint_remove =
605 {
606         // tell all linked waypoints that they need to relink
607         waypoint_schedulerelink(e.wp00);
608         waypoint_schedulerelink(e.wp01);
609         waypoint_schedulerelink(e.wp02);
610         waypoint_schedulerelink(e.wp03);
611         waypoint_schedulerelink(e.wp04);
612         waypoint_schedulerelink(e.wp05);
613         waypoint_schedulerelink(e.wp06);
614         waypoint_schedulerelink(e.wp07);
615         waypoint_schedulerelink(e.wp08);
616         waypoint_schedulerelink(e.wp09);
617         waypoint_schedulerelink(e.wp10);
618         waypoint_schedulerelink(e.wp11);
619         waypoint_schedulerelink(e.wp12);
620         waypoint_schedulerelink(e.wp13);
621         waypoint_schedulerelink(e.wp14);
622         waypoint_schedulerelink(e.wp15);
623         waypoint_schedulerelink(e.wp16);
624         waypoint_schedulerelink(e.wp17);
625         waypoint_schedulerelink(e.wp18);
626         waypoint_schedulerelink(e.wp19);
627         waypoint_schedulerelink(e.wp20);
628         waypoint_schedulerelink(e.wp21);
629         waypoint_schedulerelink(e.wp22);
630         waypoint_schedulerelink(e.wp23);
631         waypoint_schedulerelink(e.wp24);
632         waypoint_schedulerelink(e.wp25);
633         waypoint_schedulerelink(e.wp26);
634         waypoint_schedulerelink(e.wp27);
635         waypoint_schedulerelink(e.wp28);
636         waypoint_schedulerelink(e.wp29);
637         waypoint_schedulerelink(e.wp30);
638         waypoint_schedulerelink(e.wp31);
639         // and now remove the waypoint
640         remove(e);
641 };
642
643 // empties the map of waypoints
644 void() waypoint_removeall =
645 {
646         local entity head, next;
647         head = findchain(classname, "waypoint");
648         while (head)
649         {
650                 next = head.chain;
651                 remove(head);
652                 head = next;
653         }
654 };
655
656 // tell all waypoints to relink
657 // (is this useful at all?)
658 void() waypoint_schedulerelinkall =
659 {
660         local entity head;
661         head = findchain(classname, "waypoint");
662         while (head)
663         {
664                 waypoint_schedulerelink(head);
665                 head = head.chain;
666         }
667 };
668
669 // save waypoints to gamedir/data/maps/mapname.waypoints
670 // TODO: support saving wayboxes
671 void() waypoint_saveall =
672 {
673         local string filename, s;
674         local float file, c;
675         local entity w;
676         filename = strcat("maps/", mapname);
677         filename = strcat(filename, ".waypoints");
678         file = fopen(filename, FILE_WRITE);
679         if (file >= 0)
680         {
681                 c = 0;
682                 w = findchain(classname, "waypoint");
683                 while (w)
684                 {
685                         if (!(w.wpflags & WAYPOINTFLAG_GENERATED))
686                         {
687                                 s = strcat(vtos(w.origin + w.mins), "\n");
688                                 s = strcat(s, vtos(w.origin + w.maxs));
689                                 s = strcat(s, "\n");
690                                 s = strcat(s, ftos(w.wpflags));
691                                 s = strcat(s, "\n");
692                                 fputs(file, s);
693                                 c = c + 1;
694                         }
695                         w = w.chain;
696                 }
697                 fclose(file);
698                 bprint("saved ");
699                 bprint(ftos(c));
700                 bprint(" waypoints to maps/");
701                 bprint(mapname);
702                 bprint(".waypoints\n");
703         }
704         else
705         {
706                 bprint("waypoint save to ");
707                 bprint(filename);
708                 bprint(" failed\n");
709         }
710 };
711
712 // load waypoints from file
713 float() waypoint_loadall =
714 {
715         local string filename, s;
716         local float file, cwp, cwb, fl;
717         local vector m1, m2;
718         cwp = 0;
719         cwb = 0;
720         filename = strcat("maps/", mapname);
721         filename = strcat(filename, ".waypoints");
722         file = fopen(filename, FILE_READ);
723         if (file >= 0)
724         {
725                 while (1)
726                 {
727                         s = fgets(file);
728                         if (!s)
729                                 break;
730                         m1 = stov(s);
731                         s = fgets(file);
732                         if (!s)
733                                 break;
734                         m2 = stov(s);
735                         s = fgets(file);
736                         if (!s)
737                                 break;
738                         fl = stof(s);
739                         waypoint_spawn(m1, m2, fl);
740                         if (m1 == m2)
741                                 cwp = cwp + 1;
742                         else
743                                 cwb = cwb + 1;
744                 }
745                 fclose(file);
746                 dprint("loaded ");
747                 dprint(ftos(cwp));
748                 dprint(" waypoints and ");
749                 dprint(ftos(cwb));
750                 dprint(" wayboxes from maps/");
751                 dprint(mapname);
752                 dprint(".waypoints\n");
753         }
754         else
755         {
756                 dprint("waypoint load from ");
757                 dprint(filename);
758                 dprint(" failed\n");
759         }
760         return cwp + cwb;
761 };
762
763 void(entity e) waypoint_spawnforitem =
764 {
765         local entity w;
766         local vector org;
767
768         if(!bot_waypoints_for_items)
769                 return;
770
771         org = e.origin + (e.mins + e.maxs) * 0.5;
772         org_z = e.origin_z + e.mins_z - PL_MIN_z + 1;
773         e.nearestwaypointtimeout = time + 1000000000;
774         // don't spawn an item waypoint if it already exists
775         w = findchain(classname, "waypoint");
776         while (w)
777         {
778                 if (vlen(w.size) > 1)
779                 {
780                         if (boxesoverlap(org, org, w.absmin, w.absmax))
781                         {
782                                 e.nearestwaypoint = w;
783                                 return;
784                         }
785                 }
786                 else
787                 {
788                         if (vlen(w.origin - org) < 16)
789                         {
790                                 e.nearestwaypoint = w;
791                                 return;
792                         }
793                 }
794                 w = w.chain;
795         }
796         e.nearestwaypoint = waypoint_spawn(org, org, WAYPOINTFLAG_GENERATED | WAYPOINTFLAG_ITEM);
797 };
798
799 void(entity e, vector destination, float timetaken) waypoint_spawnforteleporter =
800 {
801         local entity w;
802         local entity dw;
803         w = waypoint_spawn(e.absmin, e.absmax, WAYPOINTFLAG_GENERATED | WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_NORELINK);
804         dw = waypoint_spawn(destination, destination, WAYPOINTFLAG_GENERATED);
805         // one way link to the destination
806         w.wp00 = dw;
807         w.wp00mincost = timetaken; // this is just for jump pads
808         // the teleporter's nearest waypoint is this one
809         // (teleporters are not goals, so this is probably useless)
810         e.nearestwaypoint = w;
811         e.nearestwaypointtimeout = time + 1000000000;
812 };
813
814
815
816
817
818 /////////////////////////////////////////////////////////////////////////////
819 // goal stack
820 /////////////////////////////////////////////////////////////////////////////
821
822 // completely empty the goal stack, used when deciding where to go
823 void() navigation_clearroute =
824 {
825         self.goalcurrent = world;
826         self.goalstack01 = world;
827         self.goalstack02 = world;
828         self.goalstack03 = world;
829         self.goalstack04 = world;
830         self.goalstack05 = world;
831         self.goalstack06 = world;
832         self.goalstack07 = world;
833         self.goalstack08 = world;
834         self.goalstack09 = world;
835         self.goalstack10 = world;
836         self.goalstack11 = world;
837         self.goalstack12 = world;
838         self.goalstack13 = world;
839         self.goalstack14 = world;
840         self.goalstack15 = world;
841         self.goalstack16 = world;
842         self.goalstack17 = world;
843         self.goalstack18 = world;
844         self.goalstack19 = world;
845         self.goalstack20 = world;
846         self.goalstack21 = world;
847         self.goalstack22 = world;
848         self.goalstack23 = world;
849         self.goalstack24 = world;
850         self.goalstack25 = world;
851         self.goalstack26 = world;
852         self.goalstack27 = world;
853         self.goalstack28 = world;
854         self.goalstack29 = world;
855         self.goalstack30 = world;
856         self.goalstack31 = world;
857 };
858
859 // add a new goal at the beginning of the stack
860 // (in other words: add a new prerequisite before going to the later goals)
861 void(entity e) navigation_pushroute =
862 {
863         self.goalstack31 = self.goalstack30;
864         self.goalstack30 = self.goalstack29;
865         self.goalstack29 = self.goalstack28;
866         self.goalstack28 = self.goalstack27;
867         self.goalstack27 = self.goalstack26;
868         self.goalstack26 = self.goalstack25;
869         self.goalstack25 = self.goalstack24;
870         self.goalstack24 = self.goalstack23;
871         self.goalstack23 = self.goalstack22;
872         self.goalstack22 = self.goalstack21;
873         self.goalstack21 = self.goalstack20;
874         self.goalstack20 = self.goalstack19;
875         self.goalstack19 = self.goalstack18;
876         self.goalstack18 = self.goalstack17;
877         self.goalstack17 = self.goalstack16;
878         self.goalstack16 = self.goalstack15;
879         self.goalstack15 = self.goalstack14;
880         self.goalstack14 = self.goalstack13;
881         self.goalstack13 = self.goalstack12;
882         self.goalstack12 = self.goalstack11;
883         self.goalstack11 = self.goalstack10;
884         self.goalstack10 = self.goalstack09;
885         self.goalstack09 = self.goalstack08;
886         self.goalstack08 = self.goalstack07;
887         self.goalstack07 = self.goalstack06;
888         self.goalstack06 = self.goalstack05;
889         self.goalstack05 = self.goalstack04;
890         self.goalstack04 = self.goalstack03;
891         self.goalstack03 = self.goalstack02;
892         self.goalstack02 = self.goalstack01;
893         self.goalstack01 = self.goalcurrent;
894         self.goalcurrent = e;
895 };
896
897 // remove first goal from stack
898 // (in other words: remove a prerequisite for reaching the later goals)
899 // (used when a waypoint is reached)
900 void() navigation_poproute =
901 {
902         self.goalcurrent = self.goalstack01;
903         self.goalstack01 = self.goalstack02;
904         self.goalstack02 = self.goalstack03;
905         self.goalstack03 = self.goalstack04;
906         self.goalstack04 = self.goalstack05;
907         self.goalstack05 = self.goalstack06;
908         self.goalstack06 = self.goalstack07;
909         self.goalstack07 = self.goalstack08;
910         self.goalstack08 = self.goalstack09;
911         self.goalstack09 = self.goalstack10;
912         self.goalstack10 = self.goalstack11;
913         self.goalstack11 = self.goalstack12;
914         self.goalstack12 = self.goalstack13;
915         self.goalstack13 = self.goalstack14;
916         self.goalstack14 = self.goalstack15;
917         self.goalstack15 = self.goalstack16;
918         self.goalstack16 = self.goalstack17;
919         self.goalstack17 = self.goalstack18;
920         self.goalstack18 = self.goalstack19;
921         self.goalstack19 = self.goalstack20;
922         self.goalstack20 = self.goalstack21;
923         self.goalstack21 = self.goalstack22;
924         self.goalstack22 = self.goalstack23;
925         self.goalstack23 = self.goalstack24;
926         self.goalstack24 = self.goalstack25;
927         self.goalstack25 = self.goalstack26;
928         self.goalstack26 = self.goalstack27;
929         self.goalstack27 = self.goalstack28;
930         self.goalstack28 = self.goalstack29;
931         self.goalstack29 = self.goalstack30;
932         self.goalstack30 = self.goalstack31;
933         self.goalstack31 = world;
934 };
935
936 // find the waypoint near a dynamic goal such as a dropped weapon
937 entity(entity player, float walkfromwp) navigation_findnearestwaypoint =
938 {
939         local entity waylist, w, best;
940         local float dist, bestdist;
941         local vector v, org;
942         org = player.origin + (player.mins_z - PL_MIN_z) * '0 0 1';
943         if (navigation_testtracewalk)
944                 te_plasmaburn(org);
945         best = world;
946         bestdist = 1000;
947         waylist = findchain(classname, "waypoint");
948         // do two scans, because box test is cheaper
949         w = waylist;
950         while (w)
951         {
952                 // if object is touching waypoint
953                 if (boxesoverlap(org, org, w.absmin, w.absmax))
954                         return w;
955                 w = w.chain;
956         }
957         // box check failed, try walk
958         w = waylist;
959         while (w)
960         {
961                 // if object can walk from waypoint
962                 if (w.wpisbox)
963                 {
964                         local vector wm1, wm2;
965                         wm1 = w.origin + w.mins;
966                         wm2 = w.origin + w.maxs;
967                         v_x = bound(wm1_x, org_x, wm2_x);
968                         v_y = bound(wm1_y, org_y, wm2_y);
969                         v_z = bound(wm1_z, org_z, wm2_z);
970                 }
971                 else
972                         v = w.origin;
973                 dist = vlen(v - org);
974                 if (bestdist > dist)
975                 {
976                         if (walkfromwp)
977                         {
978                                 traceline(v, org, TRUE, player);
979                                 if (trace_fraction == 1)
980                                 if (tracewalk(player, v, PL_MIN, PL_MAX, org))
981                                 {
982                                         bestdist = dist;
983                                         best = w;
984                                 }
985                         }
986                         else
987                         {
988                                 traceline(v, org, TRUE, player);
989                                 if (trace_fraction == 1)
990                                 if (tracewalk(player, org, PL_MIN, PL_MAX, v))
991                                 {
992                                         bestdist = dist;
993                                         best = w;
994                                 }
995                         }
996                 }
997                 w = w.chain;
998         }
999         return best;
1000 }
1001
1002 // finds the waypoints near the bot initiating a navigation query
1003 void() navigation_markroutes_nearestwaypoints =
1004 {
1005         local entity head;
1006         local float dist;
1007         local vector v, m1, m2;
1008         //navigation_testtracewalk = TRUE;
1009         head = findchain(classname, "waypoint");
1010         while (head)
1011         {
1012                 m1 = head.origin + head.mins;
1013                 m2 = head.origin + head.maxs;
1014                 v = self.origin;
1015                 v_x = bound(m1_x, v_x, m2_x);
1016                 v_y = bound(m1_y, v_y, m2_y);
1017                 v_z = bound(m1_z, v_z, m2_z);
1018                 dist = vlen(v - self.origin);
1019                 if (dist < 1000)
1020                 {
1021                         if (dist < 4)
1022                         {
1023                                 // if bot is very near a waypoint don't bother doing a trace
1024                                 head.wpnearestpoint = v;
1025                                 head.wpcost = dist + head.dmg;
1026                                 head.wpfire = 1;
1027                                 head.enemy = world;
1028                         }
1029                         else
1030                         {
1031                                 tracebox(self.origin, '-16 -16 0', '16 16 0', v, TRUE, self);
1032                                 if (trace_fraction == 1)
1033                                 {
1034                                         if (tracewalk(self, self.origin, self.mins, self.maxs, v))
1035                                         {
1036                                                 head.wpnearestpoint = v;
1037                                                 head.wpcost = dist + head.dmg;
1038                                                 head.wpfire = 1;
1039                                                 head.enemy = world;
1040                                         }
1041                                 }
1042                         }
1043                 }
1044                 head = head.chain;
1045         }
1046         //navigation_testtracewalk = FALSE;
1047 }
1048
1049 // updates a path link if a waypoint link is better than the current one
1050 void(entity w, entity wp, float cost2, vector p) navigation_markroutes_checkwaypoint =
1051 {
1052         local vector m1;
1053         local vector m2;
1054         local vector v;
1055         if (wp.wpisbox)
1056         {
1057                 m1 = wp.absmin;
1058                 m2 = wp.absmax;
1059                 v_x = bound(m1_x, p_x, m2_x);
1060                 v_y = bound(m1_y, p_y, m2_y);
1061                 v_z = bound(m1_z, p_z, m2_z);
1062         }
1063         else
1064                 v = wp.origin;
1065         cost2 = cost2 + vlen(v);
1066         if (wp.wpcost > cost2)
1067         {
1068                 wp.wpcost = cost2;
1069                 wp.enemy = w;
1070                 wp.wpfire = 1;
1071                 wp.wpnearestpoint = v;
1072         }
1073 };
1074
1075 // queries the entire waypoint network for pathes leading away from the bot
1076 void() navigation_markroutes =
1077 {
1078         local entity w, wp, waylist;
1079         local float searching, cost, cost2;
1080         local vector p;
1081         w = waylist = findchain(classname, "waypoint");
1082         while (w)
1083         {
1084                 w.wpnearestpoint = '0 0 0';
1085                 w.wpcost = 10000000;
1086                 w.wpfire = 0;
1087                 w.enemy = world;
1088                 w = w.chain;
1089         }
1090         navigation_markroutes_nearestwaypoints();
1091         searching = TRUE;
1092         while (searching)
1093         {
1094                 searching = FALSE;
1095                 w = waylist;
1096                 while (w)
1097                 {
1098                         if (w.wpfire)
1099                         {
1100                                 searching = TRUE;
1101                                 w.wpfire = 0;
1102                                 cost = w.wpcost;
1103                                 p = w.wpnearestpoint;
1104                                 wp = w.wp00;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp00mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1105                                 wp = w.wp01;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp01mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1106                                 wp = w.wp02;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp02mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1107                                 wp = w.wp03;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp03mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1108                                 wp = w.wp04;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp04mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1109                                 wp = w.wp05;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp05mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1110                                 wp = w.wp06;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp06mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1111                                 wp = w.wp07;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp07mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1112                                 wp = w.wp08;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp08mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1113                                 wp = w.wp09;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp09mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1114                                 wp = w.wp10;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp10mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1115                                 wp = w.wp11;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp11mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1116                                 wp = w.wp12;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp12mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1117                                 wp = w.wp13;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp13mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1118                                 wp = w.wp14;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp14mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1119                                 wp = w.wp15;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp15mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1120                                 wp = w.wp16;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp16mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1121                                 wp = w.wp17;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp17mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1122                                 wp = w.wp18;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp18mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1123                                 wp = w.wp19;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp19mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1124                                 wp = w.wp20;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp20mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1125                                 wp = w.wp21;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp21mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1126                                 wp = w.wp22;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp22mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1127                                 wp = w.wp23;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp23mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1128                                 wp = w.wp24;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp24mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1129                                 wp = w.wp25;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp25mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1130                                 wp = w.wp26;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp26mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1131                                 wp = w.wp27;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp27mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1132                                 wp = w.wp28;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp28mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1133                                 wp = w.wp29;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp29mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1134                                 wp = w.wp30;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp30mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1135                                 wp = w.wp31;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp31mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1136                                 }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
1137                         }
1138                         w = w.chain;
1139                 }
1140         }
1141 };
1142
1143 // updates the best goal according to a weighted calculation of travel cost and item value of a new proposed item
1144 void(entity e, float f) navigation_routerating =
1145 {
1146         if (!e)
1147                 return;
1148         //te_wizspike(e.origin);
1149         //bprint(etos(e));
1150         //bprint("\n");
1151         // update the cached waypoint link on a dynamic item entity
1152         if (time > e.nearestwaypointtimeout)
1153         {
1154                 e.nearestwaypoint = navigation_findnearestwaypoint(e, TRUE);
1155                 e.nearestwaypointtimeout = time + random() * 3 + 5;
1156         }
1157         if (e.nearestwaypoint)
1158         if (e.nearestwaypoint.wpcost < 10000000)
1159         {
1160                 //te_wizspike(e.nearestwaypoint.wpnearestpoint);
1161                 f = f / ((e.nearestwaypoint.wpcost + vlen(e.origin - e.nearestwaypoint.wpnearestpoint)) * 0.001 + 1);
1162                 if (navigation_bestrating < f)
1163                 {
1164                         navigation_bestrating = f;
1165                         navigation_bestgoal = e;
1166                 }
1167         }
1168 };
1169
1170 // replaces the goal stack with the path to a given item
1171 void(entity e) navigation_routetogoal =
1172 {
1173         // if already going to this goal, don't stop
1174         //if (self.goalentity == e)
1175         //      return;
1176         // clear the route and add the new one
1177         navigation_clearroute();
1178         self.goalentity = e;
1179         // if there is no goal, just exit
1180         if (!e)
1181                 return;
1182         // put the entity on the goal stack as the only item
1183         navigation_pushroute(e);
1184         //te_smallflash((e.absmin + e.absmax) * 0.5);
1185         //bprint("navigation_routetogoal(");
1186         //bprint(etos(e));
1187         //bprint(") : ");
1188         //bprint(etos(e));
1189         tracebox(self.origin, '-16 -16 0', '16 16 0', e.origin, TRUE, self);
1190         if (trace_fraction == 1)
1191         if (tracewalk(self, self.origin, PL_MIN, PL_MAX, e.origin))
1192                 return;
1193         // see if there are waypoints describing a path to the item
1194         e = e.nearestwaypoint;
1195         while (e != world)
1196         {
1197                 //bprint(" ");
1198                 //bprint(etos(e));
1199                 //te_smallflash((e.absmin + e.absmax) * 0.5);
1200                 //tracebox(self.origin, '-16 -16 0', '16 16 0', e.origin, TRUE, self);
1201                 //if (trace_fraction == 1)
1202                 //if (tracewalk(self, self.origin, PL_MIN, PL_MAX, e.origin))
1203                 //      break;
1204                 // add the waypoint to the path
1205                 navigation_pushroute(e);
1206                 e = e.enemy;
1207         }
1208         //bprint("\n");
1209 };
1210
1211 // removes any currently touching waypoints from the goal stack
1212 // (this is how bots detect if they have reached a goal)
1213 void() navigation_poptouchedgoals =
1214 {
1215         local vector org, m1, m2;
1216         org = self.origin;// + self.velocity * 0.1;
1217         m1 = org + self.mins;
1218         m2 = org + self.maxs;
1219         while (self.goalcurrent && boxesoverlap(m1, m2, self.goalcurrent.absmin, self.goalcurrent.absmax))
1220                 navigation_poproute();
1221 }
1222
1223 // begin a goal selection session (queries waypoint network)
1224 void() navigation_goalrating_start =
1225 {
1226         navigation_bestrating = -1;
1227         navigation_bestgoal = world;
1228         navigation_markroutes();
1229 };
1230
1231 // ends a goal selection session (updates goal stack to the best goal)
1232 void() navigation_goalrating_end =
1233 {
1234         navigation_routetogoal(navigation_bestgoal);
1235 };
1236
1237
1238
1239
1240
1241 //////////////////////////////////////////////////////////////////////////////
1242 // general bot functions
1243 //////////////////////////////////////////////////////////////////////////////
1244
1245 .float isbot; // true if this client is actually a bot
1246
1247 float skill;
1248 entity bot_list;
1249 .entity nextbot;
1250
1251 float sv_maxspeed;
1252 .float createdtime;
1253
1254 .float bot_attack;
1255 .float bot_dodge;
1256 .float bot_dodgerating;
1257
1258 //.float bot_painintensity;
1259 .float bot_firetimer;
1260 //.float bot_oldhealth;
1261 .void() bot_ai;
1262
1263 .entity bot_aimtarg;
1264 .float bot_aimlatency;
1265 .vector bot_aimselforigin;
1266 .vector bot_aimselfvelocity;
1267 .vector bot_aimtargorigin;
1268 .vector bot_aimtargvelocity;
1269
1270 .float bot_pickup;
1271 .float(entity player, entity item) bot_pickupevalfunc;
1272 .float bot_pickupbasevalue;
1273 .float bot_canfire;
1274
1275 // used for aiming currently
1276 // FIXME: make the weapon code use these and then replace the calculations here with a call to the weapon code
1277 vector shotorg;
1278 vector shotdir;
1279
1280 const float BOTSKINS = 19;
1281 const float BOTNAMES = 32;
1282 string(float r) bot_namefornumber =
1283 {
1284         if (r <  1) return "Thunderstorm";
1285         if (r <  2) return "Darkness";
1286         if (r <  3) return "Scorcher";
1287         if (r <  4) return "Paranoia";
1288         if (r <  5) return "Eureka";
1289         if (r <  6) return "Mystery";
1290         if (r <  7) return "Toxic";
1291         if (r <  8) return "Dominion";
1292         if (r <  9) return "Pegasus";
1293         if (r < 10) return "Sensible";
1294         if (r < 11) return "Gator";
1295         if (r < 12) return "Kangaroo";
1296         if (r < 13) return "Deadline";
1297         if (r < 14) return "Frosty";
1298         if (r < 15) return "Roadkill";
1299         if (r < 16) return "Death";
1300         if (r < 17) return "Panic";
1301         if (r < 18) return "Discovery";
1302         if (r < 19) return "Shadow";
1303         if (r < 20) return "Acidic";
1304         if (r < 21) return "Dominator";
1305         if (r < 22) return "Hellfire";
1306         if (r < 23) return "Necrotic";
1307         if (r < 24) return "Newbie";
1308         if (r < 25) return "Spellbinder";
1309         if (r < 26) return "Lion";
1310         if (r < 27) return "Controlled";
1311         if (r < 28) return "Airhead";
1312         if (r < 29) return "Delirium";
1313         if (r < 30) return "Resurrection";
1314         if (r < 31) return "Danger";
1315         return "Flatline";
1316 };
1317
1318 string(float r) bot_skinfornumber =
1319 {
1320              if (r <  1) {self.playermodel = "models/player/carni.zym"          ;self.playerskin = "0";return "Carni"          ;}
1321         else if (r <  2) {self.playermodel = "models/player/carni.zym"          ;self.playerskin = "1";return "Armored Carni"  ;}
1322         else if (r <  3) {self.playermodel = "models/player/crash.zym"          ;self.playerskin = "0";return "Quark"          ;}
1323         else if (r <  4) {self.playermodel = "models/player/grunt.zym"          ;self.playerskin = "0";return "Grunt"          ;}
1324         else if (r <  5) {self.playermodel = "models/player/headhunter.zym"     ;self.playerskin = "0";return "HeadHunter"     ;}
1325         else if (r <  6) {self.playermodel = "models/player/insurrectionist.zym";self.playerskin = "0";return "Insurrectionist";}
1326         else if (r <  7) {self.playermodel = "models/player/lurk.zym"           ;self.playerskin = "0";return "Lurk"           ;}
1327         else if (r <  8) {self.playermodel = "models/player/lurk.zym"           ;self.playerskin = "1";return "Reptile"        ;}
1328         else if (r <  9) {self.playermodel = "models/player/lycanthrope.zym"    ;self.playerskin = "0";return "Lycanthrope"    ;}
1329         else if (r < 10) {self.playermodel = "models/player/marine.zym"         ;self.playerskin = "0";return "Marine"         ;}
1330         else if (r < 11) {self.playermodel = "models/player/nexus.zym"          ;self.playerskin = "0";return "Nexus"          ;}
1331         else if (r < 12) {self.playermodel = "models/player/nexus.zym"          ;self.playerskin = "1";return "Mulder"         ;}
1332         else if (r < 13) {self.playermodel = "models/player/nexus.zym"          ;self.playerskin = "2";return "Xolar"          ;}
1333         else if (r < 14) {self.playermodel = "models/player/pyria.zym"          ;self.playerskin = "0";return "Pyria"          ;}
1334         else if (r < 15) {self.playermodel = "models/player/shock.zym"          ;self.playerskin = "0";return "Shock"          ;}
1335         else if (r < 16) {self.playermodel = "models/player/skadi.zym"          ;self.playerskin = "0";return "Skadi"          ;}
1336         else if (r < 17) {self.playermodel = "models/player/specop.zym"         ;self.playerskin = "0";return "Specop"         ;}
1337         else             {self.playermodel = "models/player/visitant.zym"       ;self.playerskin = "0";return "Fricka"         ;}
1338 };
1339
1340 void() bot_setnameandstuff =
1341 {
1342         local string name, prefix, suffix;
1343         local float r, b, shirt, pants;
1344
1345         prefix = cvar_string("bot_prefix");
1346         suffix = cvar_string("bot_suffix");
1347
1348         // this is really only a default, JoinBestTeam is called later
1349         pants = bound(0, floor(random() * 13), 13);
1350         //shirt = bound(0, floor(random() * 16), 15);
1351         shirt = pants;
1352         self.clientcolors = shirt * 16 + pants;
1353         self.team = pants + 1;
1354
1355         // now pick a name...
1356
1357         if (cvar("bot_usemodelnames"))
1358         {
1359                 // first see if all skins are taken
1360                 b = 0;
1361                 do
1362                 {
1363                         name = bot_skinfornumber(b);
1364                         b = b + 1;
1365                 }
1366                 while (b < BOTSKINS && find(world, netname, name));
1367
1368                 // randomly pick a skin, if it's taken either repeat until we find one,
1369                 // or give up if we already know all skins are taken
1370                 do
1371                 {
1372                         r = floor(random() * BOTSKINS);
1373                         name = bot_skinfornumber(r);
1374                 }
1375                 while (b < BOTSKINS && find(world, netname, name));
1376         }
1377         else
1378         {
1379                 // first see if all names are taken
1380                 b = 0;
1381                 do
1382                 {
1383                         name = bot_namefornumber(b);
1384                         b = b + 1;
1385                 }
1386                 while (b < BOTNAMES && find(world, netname, name));
1387
1388                 // randomly pick a name, if it's taken either repeat until we find one,
1389                 // or give up if we already know all names are taken
1390                 do
1391                 {
1392                         r = floor(random() * BOTNAMES);
1393                         name = bot_namefornumber(r);
1394                 }
1395                 while (b < BOTNAMES && find(world, netname, name));
1396
1397                 // randomly pick a skin
1398                 bot_skinfornumber(floor(random() * BOTSKINS));
1399         }
1400         if(!cvar("g_campaign"))
1401                 self.netname = strzone(strcat(prefix, name, suffix));
1402         else
1403                 self.netname = name;
1404 };
1405
1406 float bot_ignore_bots; // let bots not attack other bots (only works in non-teamplay)
1407 float(entity e) bot_shouldattack =
1408 {
1409         if (e.team == self.team)
1410         {
1411                 if (e == self)
1412                         return FALSE;
1413                 if (teamplay)
1414                 if (e.team != 0)
1415                         return FALSE;
1416         }
1417         if(!teamplay)
1418                 if(bot_ignore_bots)
1419                         if(clienttype(e) == CLIENTTYPE_BOT)
1420                                 return FALSE;
1421         if (!e.takedamage)
1422                 return FALSE;
1423         if (e.deadflag)
1424                 return FALSE;
1425         if (e.buttonchat)
1426                 return FALSE;
1427         return TRUE;
1428 };
1429
1430 void(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) bot_lagfunc =
1431 {
1432         self.bot_aimtarg = e1;
1433         self.bot_aimlatency = self.ping; // FIXME?  Shouldn't this be in the lag item?
1434         self.bot_aimselforigin = v1;
1435         self.bot_aimselfvelocity = v2;
1436         self.bot_aimtargorigin = v3;
1437         self.bot_aimtargvelocity = v4;
1438         if(skill <= 0)
1439                 self.bot_canfire = (random() < 0.8);
1440         else if(skill <= 1)
1441                 self.bot_canfire = (random() < 0.9);
1442         else if(skill <= 2)
1443                 self.bot_canfire = (random() < 0.95);
1444         else
1445                 self.bot_canfire = 1;
1446 };
1447
1448 .float bot_badaimtime;
1449 .float bot_aimthinktime;
1450 .vector bot_mouseaim;
1451 .vector bot_badaimoffset;
1452 .vector bot_1st_order_aimfilter;
1453 .vector bot_2nd_order_aimfilter;
1454 .vector bot_3th_order_aimfilter;
1455 .vector bot_4th_order_aimfilter;
1456 .vector bot_5th_order_aimfilter;
1457 .vector bot_olddesiredang;
1458 float(vector v, float maxfiredeviation) bot_aimdir =
1459 {
1460 /*
1461         local float snapcos;
1462         local vector olddir, newdir, desireddir;
1463
1464         makevectors(self.v_angle);
1465         olddir = newdir = v_forward;
1466         desireddir = normalize(v);
1467         snapcos = cos(cvar("bot_ai_aimskill_snapangle") * frametime * (skill + 1) * 0.5);
1468         if (desireddir * olddir < v_forward_x)
1469                 newdir = desireddir;
1470         else
1471         {
1472                 local float blendrate;
1473                 blendrate = cvar("bot_ai_aimskill_blendrate") * frametime * (skill + 1) * 0.5;
1474                 newdir = olddir + (desireddir - olddir) * bound(0, blendrate, 1);
1475         }
1476
1477         // decide whether to fire this time
1478         if ((desireddir * newdir) >= cos(maxfiredeviation))
1479                 self.bot_firetimer = time + 0.3;
1480
1481         self.v_angle = vectoangles(newdir);
1482         self.v_angle_x = self.v_angle_x * -1;
1483
1484         makevectors(self.v_angle);
1485         shotorg = self.origin + self.view_ofs;
1486         shotdir = newdir;
1487
1488         return time < self.bot_firetimer;
1489 */
1490
1491         local float dist;
1492         local vector desiredang, diffang;
1493
1494         //dprint("aim ", self.netname, ": old:", vtos(self.v_angle));
1495         // make sure v_angle is sane first
1496         //self.v_angle_x = bound(-180, self.v_angle_x, 180);
1497         //while (self.v_angle_x < -180) self.v_angle_x = self.v_angle_x + 360;
1498         //while (self.v_angle_x >= 180) self.v_angle_x = self.v_angle_x - 360;
1499         while (self.v_angle_y < -180) self.v_angle_y = self.v_angle_y + 360;
1500         while (self.v_angle_y >= 180) self.v_angle_y = self.v_angle_y - 360;
1501         //while (self.v_angle_z < -180) self.v_angle_z = self.v_angle_z + 360;
1502         //while (self.v_angle_z >= 180) self.v_angle_z = self.v_angle_z - 360;
1503         self.v_angle_z = 0;
1504
1505         // get the desired angles to aim at
1506         //dprint(" at:", vtos(v));
1507         v = normalize(v);
1508         //te_lightning2(world, self.origin + self.view_ofs, self.origin + self.view_ofs + v * 200);
1509         if (time >= self.bot_badaimtime)
1510         {
1511                 self.bot_badaimtime = max(self.bot_badaimtime + 0.3, time);
1512                 self.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+self.bot_offsetskill), 5);
1513         }
1514         desiredang = vectoangles(v) + self.bot_badaimoffset*cvar("bot_ai_aimskill_offset");
1515         //dprint(" desired:", vtos(desiredang));
1516         if (desiredang_x >= 180)
1517                 desiredang_x = desiredang_x - 360;
1518         desiredang_x = 0 - desiredang_x;
1519         desiredang_z = self.v_angle_z;
1520         desiredang_x = bound(-90, desiredang_x, 90);
1521         //dprint(" / ", vtos(desiredang));
1522
1523         //// pain throws off aim
1524         //if (self.bot_painintensity)
1525         //{
1526         //      // shake from pain
1527         //      desiredang = desiredang + randomvec() * self.bot_painintensity * 0.2;
1528         //}
1529
1530         // calculate turn angles
1531         diffang = (desiredang - self.bot_olddesiredang)*(1/frametime);
1532         self.bot_olddesiredang = desiredang;
1533         //dprint(" diff:", vtos(diffang));
1534
1535         // wrap yaw turn
1536         while (diffang_y < -180)
1537                 diffang_y = diffang_y + 360;
1538         while (diffang_y >  180)
1539                 diffang_y = diffang_y - 360;
1540
1541         // Here we will try to anticipate the comming aiming direction
1542         self.bot_1st_order_aimfilter= self.bot_1st_order_aimfilter
1543                 + (diffang                      - self.bot_1st_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_1st"),1);
1544         self.bot_2nd_order_aimfilter= self.bot_2nd_order_aimfilter
1545                 + (self.bot_1st_order_aimfilter - self.bot_2nd_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_2nd"),1);
1546         self.bot_3th_order_aimfilter= self.bot_3th_order_aimfilter
1547                 + (self.bot_2nd_order_aimfilter - self.bot_3th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_3th"),1);
1548         self.bot_4th_order_aimfilter= self.bot_4th_order_aimfilter
1549                 + (self.bot_3th_order_aimfilter - self.bot_4th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_4th"),1);
1550         self.bot_5th_order_aimfilter= self.bot_5th_order_aimfilter
1551                 + (self.bot_4th_order_aimfilter - self.bot_5th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_5th"),1);
1552
1553         local float blend;
1554         //blend = (bound(0,skill,10)*0.1)*pow(1-bound(0,skill,10)*0.05,2.5)*5.656854249; //Plot formule before changing !
1555         blend = bound(0,skill,10)*0.1;
1556         desiredang = desiredang + blend *
1557         (
1558                   self.bot_1st_order_aimfilter * cvar("bot_ai_aimskill_order_mix_1st")
1559                 + self.bot_2nd_order_aimfilter * cvar("bot_ai_aimskill_order_mix_2nd")
1560                 + self.bot_3th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_3th")
1561                 + self.bot_4th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_4th")
1562                 + self.bot_5th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_5th")
1563         );
1564         while (desiredang_z < -180)
1565                 desiredang_z = desiredang_z + 360;
1566         while (desiredang_z >  180)
1567                 desiredang_z = desiredang_z - 360;
1568         // calculate turn angles
1569         diffang = desiredang - self.bot_mouseaim;
1570         //dprint(" diff:", vtos(diffang));
1571
1572         // wrap yaw turn
1573         while (diffang_y < -180)
1574                 diffang_y = diffang_y + 360;
1575         while (diffang_y >  180)
1576                 diffang_y = diffang_y - 360;
1577
1578         if (time >= self.bot_aimthinktime)
1579         {
1580                 self.bot_aimthinktime = max(self.bot_aimthinktime + 0.5 - 0.05*(skill+self.bot_thinkskill), time);
1581                 self.bot_mouseaim = self.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-skill,10));
1582         }
1583
1584         //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
1585
1586         desiredang = self.bot_mouseaim*bound(0,cvar("bot_ai_aimskill_think"),1) + desiredang * bound(0,(1-cvar("bot_ai_aimskill_think")),1);
1587
1588         // calculate turn angles
1589         diffang = desiredang - self.v_angle;
1590         //dprint(" diff:", vtos(diffang));
1591
1592         // wrap yaw turn
1593         while (diffang_y < -180)
1594                 diffang_y = diffang_y + 360;
1595         while (diffang_y >  180)
1596                 diffang_y = diffang_y - 360;
1597         // calculate turn angles
1598         diffang = desiredang - self.v_angle;
1599         //dprint(" diff:", vtos(diffang));
1600
1601         // wrap yaw turn
1602         while (diffang_y < -180)
1603                 diffang_y = diffang_y + 360;
1604         while (diffang_y >  180)
1605                 diffang_y = diffang_y - 360;
1606
1607         // jitter tracking
1608         dist = vlen(diffang);
1609         //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
1610
1611         // turn
1612         local float r, fixedrate, blendrate;
1613         fixedrate = cvar("bot_ai_aimskill_fixedrate") / bound(1,dist,1000);
1614         blendrate = cvar("bot_ai_aimskill_blendrate");
1615         r = max(fixedrate, blendrate);
1616         //self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
1617         self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+pow(skill+self.bot_mouseskill,3)*0.005-random()), 1);
1618         self.v_angle = self.v_angle * bound(0,cvar("bot_ai_aimskill_mouse"),1) + desiredang * bound(0,(1-cvar("bot_ai_aimskill_mouse")),1);
1619         //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
1620         //self.v_angle = self.v_angle + diffang * (1/ blendrate);
1621         self.v_angle_z = 0;
1622         while (self.v_angle_y < -180)
1623                 self.v_angle_y = self.v_angle_y + 360;
1624         while (self.v_angle_y >= 180)
1625                 self.v_angle_y = self.v_angle_y - 360;
1626         //dprint(" turn:", vtos(self.v_angle));
1627
1628         makevectors(self.v_angle);
1629         shotorg = self.origin + self.view_ofs;
1630         shotdir = v_forward;
1631
1632         //dprint(" dir:", vtos(v_forward));
1633         //te_lightning2(world, shotorg, shotorg + shotdir * 100);
1634
1635         // calculate turn angles again
1636         diffang = desiredang - self.v_angle;
1637         while (diffang_y < -180)
1638                 diffang_y = diffang_y + 360;
1639         while (diffang_y >  180)
1640                 diffang_y = diffang_y - 360;
1641
1642         //bprint("e ");bprintvector(diffang);bprint(" < ");bprintfloat(maxfiredeviation);bprint("\n");
1643
1644         // decide whether to fire this time
1645         // note the maxfiredeviation is in degrees so this has to convert to radians first
1646         //if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
1647         if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
1648                         self.bot_firetimer = time + 0.3/bound(1,skill*0.3,3);
1649         traceline(shotorg,shotorg+shotdir*1000,FALSE,world);
1650         if ( vlen(trace_endpos-shotorg)>bound(0,skill*20,20) && random()<bound(0,skill*0.5,10)*frametime*2 )
1651                 self.bot_canfire = 0;
1652         //dprint(ftos(maxfiredeviation),"\n");
1653         //dprint(" diff:", vtos(diffang), "\n");
1654
1655         return self.bot_canfire && (time < self.bot_firetimer);
1656 };
1657
1658 vector(vector targorigin, vector targvelocity, float shotspeed, float shotdelay) bot_shotlead =
1659 {
1660         // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
1661         return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
1662 };
1663
1664 float(float shotspeed, float shotspeedupward, float maxshottime, float applygravity) bot_aim =
1665 {
1666         local float f, r;
1667         local vector v;
1668         /*
1669         eprint(self);
1670         dprint("bot_aim(", ftos(shotspeed));
1671         dprint(", ", ftos(shotspeedupward));
1672         dprint(", ", ftos(maxshottime));
1673         dprint(", ", ftos(applygravity));
1674         dprint(");\n");
1675         */
1676         if (!shotspeed)
1677         {
1678                 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " shotspeed is zero!\n");
1679                 shotspeed = 1000000;
1680         }
1681         if (!maxshottime)
1682         {
1683                 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " maxshottime is zero!\n");
1684                 maxshottime = 1;
1685         }
1686         makevectors(self.v_angle);
1687         shotorg = self.origin + self.view_ofs;
1688         shotdir = v_forward;
1689         v = bot_shotlead(self.bot_aimtargorigin, self.bot_aimtargvelocity, shotspeed, self.bot_aimlatency);
1690         local float distanceratio;
1691         distanceratio =sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/cvar("bot_ai_aimskill_firetolerance_distdegrees");
1692         distanceratio = bound(0,distanceratio,1);
1693         r =  (cvar("bot_ai_aimskill_firetolerance_maxdegrees")-cvar("bot_ai_aimskill_firetolerance_mindegrees"))
1694                 * (1-distanceratio) + cvar("bot_ai_aimskill_firetolerance_mindegrees");
1695         if (applygravity && self.bot_aimtarg)
1696         {
1697                 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', self.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, self))
1698                         return FALSE;
1699                 f = bot_aimdir(findtrajectory_velocity - shotspeedupward * '0 0 1', r);
1700         }
1701         else
1702         {
1703                 f = bot_aimdir(v - shotorg, r);
1704                 //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");
1705                 traceline(shotorg, shotorg + shotdir * 10000, FALSE, self);
1706                 if (trace_ent.takedamage)
1707                 if (trace_fraction < 1)
1708                 if (!bot_shouldattack(trace_ent))
1709                         return FALSE;
1710                 traceline(shotorg, self.bot_aimtargorigin, FALSE, self);
1711                 if (trace_fraction < 1)
1712                 if (trace_ent != self.enemy)
1713                 if (!bot_shouldattack(trace_ent))
1714                         return FALSE;
1715         }
1716         if (r > maxshottime * shotspeed)
1717                 return FALSE;
1718         return f;
1719 };
1720
1721 // TODO: move this painintensity code to the player damage code
1722 void() bot_think =
1723 {
1724         //if (self.bot_painintensity > 0)
1725         //      self.bot_painintensity = self.bot_painintensity - (skill + 1) * 40 * frametime;
1726
1727         //self.bot_painintensity = self.bot_painintensity + self.bot_oldhealth - self.health;
1728         //self.bot_painintensity = bound(0, self.bot_painintensity, 100);
1729
1730         if(cvar("g_campaign") && !campaign_bots_may_start)
1731         {
1732                 self.nextthink = time + 0.5;
1733                 return;
1734         }
1735
1736         if (self.fixangle)
1737         {
1738                 self.v_angle = self.angles;
1739                 self.v_angle_z = 0;
1740                 self.fixangle = FALSE;
1741         }
1742
1743         self.dmg_take = 0;
1744         self.dmg_save = 0;
1745         self.dmg_inflictor = world;
1746
1747         // calculate an aiming latency based on the skill setting
1748         // (simulated network latency + naturally delayed reflexes)
1749         //self.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
1750         // minimum ping 20+10 random
1751         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
1752         // skill 10 = ping 0.2 (adrenaline)
1753         // skill 0 = ping 0.7 (slightly drunk)
1754
1755         // clear buttons
1756         self.button0 = 0;
1757         self.button1 = 0;
1758         self.button2 = 0;
1759         self.button3 = 0;
1760         self.button4 = 0;
1761         self.button5 = 0;
1762         self.button6 = 0;
1763         self.button7 = 0;
1764         self.button8 = 0;
1765         self.buttonchat = 0;
1766         self.buttonuse = 0;
1767
1768         // if dead, just wait until we can respawn
1769         if (self.deadflag)
1770         {
1771                 if (self.deadflag == DEAD_DEAD)
1772                         self.button2 = 1; // press jump to respawn
1773                 return;
1774         }
1775
1776         // now call the current bot AI (havocbot for example)
1777         self.bot_ai();
1778 };
1779
1780 entity bot_strategytoken;
1781 entity player_list;
1782 .entity nextplayer;
1783 void() bot_relinkplayerlist =
1784 {
1785         local entity e;
1786         local entity prevbot;
1787         player_count = 0;
1788         currentbots = 0;
1789         player_list = e = findchainflags(flags, FL_CLIENT);
1790         bot_list = world;
1791         prevbot = world;
1792         while (e)
1793         {
1794                 player_count = player_count + 1;
1795                 e.nextplayer = e.chain;
1796                 if (clienttype(e) == CLIENTTYPE_BOT)
1797                 {
1798                         if (prevbot)
1799                                 prevbot.nextbot = e;
1800                         else
1801                                 bot_list = e;
1802                         prevbot = e;
1803                         currentbots = currentbots + 1;
1804                 }
1805                 e = e.chain;
1806         }
1807         dprint(strcat("relink: ", ftos(currentbots), " bots seen.\n"));
1808         bot_strategytoken = bot_list;
1809 };
1810
1811 void() havocbot_setupbot;
1812 float JoinBestTeam(entity pl, float only_return_best);
1813
1814 void() bot_clientconnect =
1815 {
1816         if (clienttype(self) != CLIENTTYPE_BOT)
1817                 return;
1818         self.lag_func = bot_lagfunc;
1819         self.isbot = TRUE;
1820         self.createdtime = self.nextthink;
1821         JoinBestTeam(self, FALSE);
1822         havocbot_setupbot();
1823         self.bot_mouseskill=random()-0.5;
1824         self.bot_thinkskill=random()-0.5;
1825         self.bot_predictionskill=random()-0.5;
1826         self.bot_offsetskill=random()-0.5;
1827 };
1828
1829 entity() bot_spawn =
1830 {
1831         local entity oldself, bot;
1832         bot = spawnclient();
1833         if (bot)
1834         {
1835                 currentbots = currentbots + 1;
1836                 oldself = self;
1837                 self = bot;
1838                 bot_setnameandstuff();
1839                 ClientConnect();
1840                 PutClientInServer();
1841                 self = oldself;
1842         }
1843         return bot;
1844 };
1845
1846 void() bot_removenewest =
1847 {
1848         local float besttime;
1849         local entity best, head;
1850         head = findchainfloat(isbot, TRUE);
1851         if (!head)
1852                 return;
1853         best = head;
1854         besttime = head.createdtime;
1855         while (head)
1856         {
1857                 if (besttime < head.createdtime)
1858                 {
1859                         besttime = head.createdtime;
1860                         best = head;
1861                 }
1862                 head = head.chain;
1863         }
1864         currentbots = currentbots - 1;
1865         dropclient(best);
1866 };
1867
1868 float botframe_waypointeditorlightningtime;
1869 void() botframe_showwaypointlinks =
1870 {
1871         local entity player, head, w;
1872         if (time < botframe_waypointeditorlightningtime)
1873                 return;
1874         botframe_waypointeditorlightningtime = time + 0.5;
1875         player = find(world, classname, "player");
1876         while (player)
1877         {
1878                 if (!player.isbot)
1879                 if (player.flags & FL_ONGROUND)
1880                 {
1881                         //navigation_testtracewalk = TRUE;
1882                         head = navigation_findnearestwaypoint(player, FALSE);
1883                         //navigation_testtracewalk = FALSE;
1884                         if (head)
1885                         {
1886                                 w = head     ;if (w) te_lightning2(world, w.origin, player.origin);
1887                                 w = head.wp00;if (w) te_lightning2(world, w.origin, head.origin);
1888                                 w = head.wp01;if (w) te_lightning2(world, w.origin, head.origin);
1889                                 w = head.wp02;if (w) te_lightning2(world, w.origin, head.origin);
1890                                 w = head.wp03;if (w) te_lightning2(world, w.origin, head.origin);
1891                                 w = head.wp04;if (w) te_lightning2(world, w.origin, head.origin);
1892                                 w = head.wp05;if (w) te_lightning2(world, w.origin, head.origin);
1893                                 w = head.wp06;if (w) te_lightning2(world, w.origin, head.origin);
1894                                 w = head.wp07;if (w) te_lightning2(world, w.origin, head.origin);
1895                                 w = head.wp08;if (w) te_lightning2(world, w.origin, head.origin);
1896                                 w = head.wp09;if (w) te_lightning2(world, w.origin, head.origin);
1897                                 w = head.wp10;if (w) te_lightning2(world, w.origin, head.origin);
1898                                 w = head.wp11;if (w) te_lightning2(world, w.origin, head.origin);
1899                                 w = head.wp12;if (w) te_lightning2(world, w.origin, head.origin);
1900                                 w = head.wp13;if (w) te_lightning2(world, w.origin, head.origin);
1901                                 w = head.wp14;if (w) te_lightning2(world, w.origin, head.origin);
1902                                 w = head.wp15;if (w) te_lightning2(world, w.origin, head.origin);
1903                                 w = head.wp16;if (w) te_lightning2(world, w.origin, head.origin);
1904                                 w = head.wp17;if (w) te_lightning2(world, w.origin, head.origin);
1905                                 w = head.wp18;if (w) te_lightning2(world, w.origin, head.origin);
1906                                 w = head.wp19;if (w) te_lightning2(world, w.origin, head.origin);
1907                                 w = head.wp20;if (w) te_lightning2(world, w.origin, head.origin);
1908                                 w = head.wp21;if (w) te_lightning2(world, w.origin, head.origin);
1909                                 w = head.wp22;if (w) te_lightning2(world, w.origin, head.origin);
1910                                 w = head.wp23;if (w) te_lightning2(world, w.origin, head.origin);
1911                                 w = head.wp24;if (w) te_lightning2(world, w.origin, head.origin);
1912                                 w = head.wp25;if (w) te_lightning2(world, w.origin, head.origin);
1913                                 w = head.wp26;if (w) te_lightning2(world, w.origin, head.origin);
1914                                 w = head.wp27;if (w) te_lightning2(world, w.origin, head.origin);
1915                                 w = head.wp28;if (w) te_lightning2(world, w.origin, head.origin);
1916                                 w = head.wp29;if (w) te_lightning2(world, w.origin, head.origin);
1917                                 w = head.wp30;if (w) te_lightning2(world, w.origin, head.origin);
1918                                 w = head.wp31;if (w) te_lightning2(world, w.origin, head.origin);
1919                         }
1920                 }
1921                 player = find(player, classname, "player");
1922         }
1923 };
1924
1925 entity botframe_dangerwaypoint;
1926 void() botframe_updatedangerousobjects =
1927 {
1928         local entity head, bot_dodgelist;
1929         local vector m1, m2, v;
1930         local float c, d, danger;
1931         c = 0;
1932         bot_dodgelist = findchainfloat(bot_dodge, TRUE);
1933         botframe_dangerwaypoint = find(botframe_dangerwaypoint, classname, "waypoint");
1934         while (botframe_dangerwaypoint != world)
1935         {
1936                 danger = 0;
1937                 m1 = botframe_dangerwaypoint.mins;
1938                 m2 = botframe_dangerwaypoint.maxs;
1939                 head = bot_dodgelist;
1940                 while (head)
1941                 {
1942                         v = head.origin;
1943                         v_x = bound(m1_x, v_x, m2_x);
1944                         v_y = bound(m1_y, v_y, m2_y);
1945                         v_z = bound(m1_z, v_z, m2_z);
1946                         d = head.bot_dodgerating - vlen(head.origin - v);
1947                         if (d > 0)
1948                         {
1949                                 traceline(head.origin, v, TRUE, world);
1950                                 if (trace_fraction == 1)
1951                                         danger = danger + d;
1952                         }
1953                         head = head.chain;
1954                 }
1955                 botframe_dangerwaypoint.dmg = danger;
1956                 c = c + 1;
1957                 if (c >= 256)
1958                         break;
1959                 botframe_dangerwaypoint = find(botframe_dangerwaypoint, classname, "waypoint");
1960         }
1961 };
1962
1963
1964 float botframe_spawnedwaypoints;
1965 void() bot_serverframe =
1966 {
1967         float realplayers, bots;
1968
1969         if (intermission_running)
1970                 return;
1971
1972         if (time < 2)
1973                 return;
1974
1975         realplayers = player_count - currentbots;
1976
1977         // add/remove bots if needed to make sure there are at least
1978         // minplayers+bot_number, or remove all bots if no one is playing
1979         // But don't remove bots immediately on level change, as the real players
1980         // usually haven't rejoined yet
1981         if (realplayers || cvar("bot_join_empty") || (currentbots > 0 && time < 5))
1982         {
1983                 float realminplayers, minplayers;
1984                 realminplayers = cvar("minplayers");
1985                 minplayers = bound(0, floor(realminplayers), maxclients - 1);
1986                 if (realminplayers != minplayers)
1987                         cvar_set("minplayers", ftos(minplayers));
1988
1989                 float realminbots, minbots;
1990                 realminbots = cvar("bot_number");
1991                 minbots = bound(0, floor(realminbots), maxclients - 1);
1992                 if (realminbots != minbots)
1993                         cvar_set("bot_number", ftos(minbots));
1994
1995                 bots = bound(minbots, minplayers - realplayers, maxclients);
1996         }
1997         else
1998         {
1999                 // if there are no players, remove bots
2000                 bots = 0;
2001         }
2002
2003         bot_ignore_bots = cvar("bot_ignore_bots");
2004
2005         // only add one bot per frame to avoid utter chaos
2006         while (currentbots < bots)
2007         {
2008                 if (bot_spawn() == world)
2009                 {
2010                         bprint("Can not add bot, server full.\n");
2011                         cvar_set("bot_number", ftos(currentbots));
2012                         bots = currentbots;
2013                         break;
2014                 }
2015         }
2016         while (currentbots > bots)
2017                 bot_removenewest();
2018
2019         if(botframe_spawnedwaypoints)
2020         {
2021                 if(cvar("waypoint_benchmark"))
2022                         localcmd("quit\n");
2023         }
2024
2025         if (bots > 0 || cvar("g_waypointeditor"))
2026         if (!botframe_spawnedwaypoints)
2027         {
2028                 botframe_spawnedwaypoints = TRUE;
2029                 waypoint_loadall();
2030                 waypoint_schedulerelinkall();
2031         }
2032
2033         if (bot_list)
2034         {
2035                 // cycle the goal token from one bot to the next each frame
2036                 // (this prevents them from all doing waypoint searches on the same
2037                 //  frame, which causes choppy framerates)
2038                 if (bot_strategytoken)
2039                         bot_strategytoken = bot_strategytoken.nextbot;
2040                 if (!bot_strategytoken)
2041                         bot_strategytoken = bot_list;
2042
2043                 botframe_updatedangerousobjects();
2044         }
2045
2046         if (cvar("g_waypointeditor"))
2047                 botframe_showwaypointlinks();
2048 };