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Now bots can not see invisible players on minsta
[divverent/nexuiz.git] / data / qcsrc / server / bots.qc
1 .float aistatus;
2 float AI_STATUS_ROAMING                 = 1;    // Bot is just crawling the map. No enemies at sight
3 float AI_STATUS_ATTACKING               = 2;    // There are enemies at sight
4 float AI_STATUS_RUNNING                 = 4;    // Bot is bunny hopping
5 float AI_STATUS_DANGER_AHEAD    = 8;    // There is lava/slime/abism ahead
6 float AI_STATUS_BAD_JUMPPAD             = 16;   // Trying to get out of a "vertical" jump pad
7
8 .string netname_freeme;
9 // rough simulation of walking from one point to another to test if a path
10 // can be traveled, used by havocbot
11
12 vector stepheightvec;
13 float navigation_testtracewalk;
14 float tracewalk(entity e, vector start, vector m1, vector m2, vector end, float movemode)
15 {
16         local vector org;
17         local vector move;
18         local vector dir;
19         local float dist;
20         local float totaldist;
21         local float stepdist;
22         local float yaw;
23         local float ignorehazards;
24         if (navigation_testtracewalk)
25         {
26                 if (navigation_testtracewalk > 1)
27                         dprint("tracewalk: ");
28                 //te_wizspike(start);
29                 //te_knightspike(end);
30                 //te_lightning2(world, start, end);
31         }
32         move = end - start;
33         move_z = 0;
34         org = start;
35         dist = totaldist = vlen(move);
36         dir = normalize(move);
37         stepdist = 32;
38         ignorehazards = FALSE;
39         //self.angles = vectoangles(dir);
40         traceline(start, start, MOVE_NORMAL, e);
41         if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
42                 ignorehazards = TRUE;
43         tracebox(start, m1, m2, start, MOVE_NOMONSTERS, e);
44         if (trace_startsolid)
45         {
46                 // failed - bad start
47                 if (navigation_testtracewalk)
48                 {
49                         if (navigation_testtracewalk > 1)
50                                 dprint("bad-start\n");
51                         te_knightspike(start);
52                 }
53                 return 0;
54         }
55         yaw = vectoyaw(move);
56         move = end - org;
57         while (1)
58         {
59                 if (boxesoverlap(end, end, org + m1 + '-1 -1 -1', org + m2 + '1 1 1'))
60                 {
61                         if (navigation_testtracewalk)
62                         {
63                                 if (navigation_testtracewalk > 1)
64                                         dprint("success\n");
65                                 te_wizspike(org);
66                         }
67                         // succeeded
68                         return 1;
69                 }
70                 if (dist <= 0)
71                         break;
72                 if (navigation_testtracewalk)
73                 {
74                         //dprint("trying ");
75                         //te_gunshot(org);
76                         particle(org, '0 0 0', 104, 8);
77                 }
78                 if (stepdist > dist)
79                         stepdist = dist;
80                 dist = dist - stepdist;
81                 traceline(org, org, MOVE_NORMAL, e);
82                 if (!ignorehazards)
83                 {
84                         if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
85                         {
86                                 if (navigation_testtracewalk)
87                                 {
88                                         if (navigation_testtracewalk > 1)
89                                                 dprint("hazard\n");
90                                         te_gunshot(org);
91                                 }
92                                 // hazards blocking path
93                                 return 0;
94                         }
95                 }
96                 if (trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
97                 {
98                         move = normalize(end - org);
99                         tracebox(org, m1, m2, org + move * stepdist, movemode, e);
100                         if (trace_fraction < 1)
101                         {
102                                 if (navigation_testtracewalk)
103                                 {
104                                         if (navigation_testtracewalk > 1)
105                                                 dprint("swimming-hit-something\n");
106                                         //particle(org, move * 64, 104, 4);
107                                         te_gunshot(org);
108                                 }
109                                 // failed
110                                 return 0;
111                         }
112                         org = trace_endpos;
113                 }
114                 else
115                 {
116                         move = dir * stepdist + org;
117                         tracebox(org, m1, m2, move, movemode, e);
118                         if (trace_fraction < 1)
119                         {
120                                 tracebox(org + stepheightvec, m1, m2, move + stepheightvec, movemode, e);
121                                 if (trace_fraction < 1 || trace_startsolid)
122                                 {
123                                         if (navigation_testtracewalk)
124                                         {
125                                                 if (navigation_testtracewalk > 1)
126                                                         dprint("hit-something\n");
127                                                 //move = normalize(end - org);
128                                                 //particle(org, move * 64, 104, 4);
129                                                 te_gunshot(org);
130                                         }
131                                         // failed
132                                         return 0;
133                                 }
134                         }
135                         move = trace_endpos;
136                         // trace down from stepheight as far as possible and move there,
137                         // if this starts in solid we try again without the stepup, and
138                         // if that also fails we assume it is a wall
139                         // (this is the same logic as the Quake walkmove function used)
140                         tracebox(move, m1, m2, move + '0 0 -65536', movemode, e);
141                         /*
142                         if (trace_startsolid)
143                         {
144                                 tracebox(move, m1, m2, move + '0 0 -65536', FALSE, e);
145                                 if (trace_startsolid)
146                                 {
147                                         if (navigation_testtracewalk)
148                                         {
149                                                 if (navigation_testtracewalk > 1)
150                                                         dprint("hit-something\n");
151                                                 //move = normalize(end - org);
152                                                 //particle(org, move * 64, 104, 4);
153                                                 te_knightspike(org);
154                                         }
155                                         // failed
156                                         return 0;
157                                 }
158                         }
159                         */
160                         // moved successfully
161                         if (navigation_testtracewalk > 1)
162                                 dprint("moved ");
163                         org = trace_endpos;
164                 }
165         }
166         if (navigation_testtracewalk)
167         {
168                 if (navigation_testtracewalk > 1)
169                         dprint("wrong-place\n");
170                 te_knightspike(org);
171                 //te_gunshot(end);
172         }
173         // moved but didn't arrive at the intended destination
174         return 0;
175 };
176
177
178 // grenade tracing to decide the best pitch to fire at
179
180 entity tracetossent;
181 entity tracetossfaketarget;
182
183 // traces multiple trajectories to find one that will impact the target
184 // 'end' vector is the place it aims for,
185 // returns TRUE only if it hit targ (don't target non-solid entities)
186 vector findtrajectory_velocity;
187 float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore)
188 {
189         local float c, savesolid, shottime;
190         local vector dir, end, v;
191         if (shotspeed < 1)
192                 return FALSE; // could cause division by zero if calculated
193         if (targ.solid < SOLID_BBOX) // SOLID_NOT and SOLID_TRIGGER
194                 return FALSE; // could never hit it
195         if (!tracetossent)
196                 tracetossent = spawn();
197         tracetossent.owner = ignore;
198         setsize(tracetossent, m1, m2);
199         savesolid = targ.solid;
200         targ.solid = SOLID_NOT;
201         shottime = ((vlen(targ.origin - org) / shotspeed) + shotdelay);
202         v = targ.velocity * shottime + targ.origin;
203         tracebox(targ.origin, targ.mins, targ.maxs, v, FALSE, targ);
204         v = trace_endpos;
205         end = v + (targ.mins + targ.maxs) * 0.5;
206         if ((vlen(end - org) / shotspeed + 0.2) > maxtime)
207         {
208                 // out of range
209                 targ.solid = savesolid;
210                 return FALSE;
211         }
212
213         if (!tracetossfaketarget)
214                 tracetossfaketarget = spawn();
215         tracetossfaketarget.solid = savesolid;
216         tracetossfaketarget.movetype = targ.movetype;
217         setmodel(tracetossfaketarget, targ.model); // no low precision
218         tracetossfaketarget.model = targ.model;
219         tracetossfaketarget.modelindex = targ.modelindex;
220         setsize(tracetossfaketarget, targ.mins, targ.maxs);
221         setorigin(tracetossfaketarget, v);
222
223         c = 0;
224         dir = normalize(end - org);
225         while (c < 10) // 10 traces
226         {
227                 setorigin(tracetossent, org); // reset
228                 tracetossent.velocity = findtrajectory_velocity = normalize(dir) * shotspeed + shotspeedupward * '0 0 1';
229                 tracetoss(tracetossent, ignore); // love builtin functions...
230                 if (trace_ent == tracetossfaketarget) // done
231                 {
232                         targ.solid = savesolid;
233
234                         // make it disappear
235                         tracetossfaketarget.solid = SOLID_NOT;
236                         tracetossfaketarget.movetype = MOVETYPE_NONE;
237                         tracetossfaketarget.model = "";
238                         tracetossfaketarget.modelindex = 0;
239                         // relink to remove it from physics considerations
240                         setorigin(tracetossfaketarget, v);
241
242                         return TRUE;
243                 }
244                 dir_z = dir_z + 0.1; // aim up a little more
245                 c = c + 1;
246         }
247         targ.solid = savesolid;
248
249         // make it disappear
250         tracetossfaketarget.solid = SOLID_NOT;
251         tracetossfaketarget.movetype = MOVETYPE_NONE;
252         tracetossfaketarget.model = "";
253         tracetossfaketarget.modelindex = 0;
254         // relink to remove it from physics considerations
255         setorigin(tracetossfaketarget, v);
256
257         // leave a valid one even if it won't reach
258         findtrajectory_velocity = normalize(end - org) * shotspeed + shotspeedupward * '0 0 1';
259         return FALSE;
260 };
261
262
263
264 // lag simulation
265
266 .void(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) lag_func;
267
268 // upto 5 queued messages
269 .float lag1_time;
270 .float lag1_float1;
271 .float lag1_float2;
272 .entity lag1_entity1;
273 .vector lag1_vec1;
274 .vector lag1_vec2;
275 .vector lag1_vec3;
276 .vector lag1_vec4;
277
278 .float lag2_time;
279 .float lag2_float1;
280 .float lag2_float2;
281 .entity lag2_entity1;
282 .vector lag2_vec1;
283 .vector lag2_vec2;
284 .vector lag2_vec3;
285 .vector lag2_vec4;
286
287 .float lag3_time;
288 .float lag3_float1;
289 .float lag3_float2;
290 .entity lag3_entity1;
291 .vector lag3_vec1;
292 .vector lag3_vec2;
293 .vector lag3_vec3;
294 .vector lag3_vec4;
295
296 .float lag4_time;
297 .float lag4_float1;
298 .float lag4_float2;
299 .entity lag4_entity1;
300 .vector lag4_vec1;
301 .vector lag4_vec2;
302 .vector lag4_vec3;
303 .vector lag4_vec4;
304
305 .float lag5_time;
306 .float lag5_float1;
307 .float lag5_float2;
308 .entity lag5_entity1;
309 .vector lag5_vec1;
310 .vector lag5_vec2;
311 .vector lag5_vec3;
312 .vector lag5_vec4;
313
314 void lag_update()
315 {
316         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;}
317         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;}
318         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;}
319         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;}
320         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;}
321 };
322
323 float lag_additem(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
324 {
325         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;}
326         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;}
327         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;}
328         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;}
329         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;}
330         // no room for it (what is the best thing to do here??)
331         return FALSE;
332 };
333
334
335 // Random skill system
336 .float bot_thinkskill;
337 .float bot_mouseskill;
338 .float bot_predictionskill;
339 .float bot_offsetskill;
340
341
342 // spawnfunc_waypoint navigation system
343
344 // itemscore = (howmuchmoreIwant / howmuchIcanwant) / itemdistance
345 // waypointscore = 0.7 / waypointdistance
346
347 .entity wp00, wp01, wp02, wp03, wp04, wp05, wp06, wp07;
348 .entity wp08, wp09, wp10, wp11, wp12, wp13, wp14, wp15;
349 .entity wp16, wp17, wp18, wp19, wp20, wp21, wp22, wp23, wp24, wp25, wp26, wp27, wp28, wp29, wp30, wp31;
350 .float wp00mincost, wp01mincost, wp02mincost, wp03mincost, wp04mincost, wp05mincost, wp06mincost, wp07mincost;
351 .float wp08mincost, wp09mincost, wp10mincost, wp11mincost, wp12mincost, wp13mincost, wp14mincost, wp15mincost;
352 .float wp16mincost, wp17mincost, wp18mincost, wp19mincost, wp20mincost, wp21mincost, wp22mincost, wp23mincost, wp24mincost, wp25mincost, wp26mincost, wp27mincost, wp28mincost, wp29mincost, wp30mincost, wp31mincost;
353 .float wpfire, wpcost, wpconsidered;
354 .float wpisbox;
355 .float wpflags;
356 .vector wpnearestpoint;
357
358 // stack of current goals (the last one of which may be an item or other
359 // desirable object, the rest are typically waypoints to reach it)
360 .entity goalcurrent, goalstack01, goalstack02, goalstack03;
361 .entity goalstack04, goalstack05, goalstack06, goalstack07;
362 .entity goalstack08, goalstack09, goalstack10, goalstack11;
363 .entity goalstack12, goalstack13, goalstack14, goalstack15;
364 .entity goalstack16, goalstack17, goalstack18, goalstack19;
365 .entity goalstack20, goalstack21, goalstack22, goalstack23;
366 .entity goalstack24, goalstack25, goalstack26, goalstack27;
367 .entity goalstack28, goalstack29, goalstack30, goalstack31;
368
369 .entity nearestwaypoint;
370 .float nearestwaypointtimeout;
371
372 // used during navigation_goalrating_begin/end sessions
373 float navigation_bestrating;
374 entity navigation_bestgoal;
375 entity navigation_alternativegoal;
376 .entity alternativegoal;
377
378
379
380
381 /////////////////////////////////////////////////////////////////////////////
382 // spawnfunc_waypoint management
383 /////////////////////////////////////////////////////////////////////////////
384
385 // waypoints with this flag are not saved, they are automatically generated
386 // waypoints like jump pads, teleporters, and items
387 float WAYPOINTFLAG_GENERATED = 8388608;
388 float WAYPOINTFLAG_ITEM = 4194304;
389 float WAYPOINTFLAG_TELEPORT = 2097152;
390 float WAYPOINTFLAG_NORELINK = 1048576;
391
392 // add a new link to the spawnfunc_waypoint, replacing the furthest link it already has
393 void waypoint_addlink(entity from, entity to)
394 {
395         local float c;
396
397         if (from == to)
398                 return;
399         if (from.wpflags & WAYPOINTFLAG_NORELINK)
400                 return;
401
402         if (from.wp00 == to) return;if (from.wp01 == to) return;if (from.wp02 == to) return;if (from.wp03 == to) return;
403         if (from.wp04 == to) return;if (from.wp05 == to) return;if (from.wp06 == to) return;if (from.wp07 == to) return;
404         if (from.wp08 == to) return;if (from.wp09 == to) return;if (from.wp10 == to) return;if (from.wp11 == to) return;
405         if (from.wp12 == to) return;if (from.wp13 == to) return;if (from.wp14 == to) return;if (from.wp15 == to) return;
406         if (from.wp16 == to) return;if (from.wp17 == to) return;if (from.wp18 == to) return;if (from.wp19 == to) return;
407         if (from.wp20 == to) return;if (from.wp21 == to) return;if (from.wp22 == to) return;if (from.wp23 == to) return;
408         if (from.wp24 == to) return;if (from.wp25 == to) return;if (from.wp26 == to) return;if (from.wp27 == to) return;
409         if (from.wp28 == to) return;if (from.wp29 == to) return;if (from.wp30 == to) return;if (from.wp31 == to) return;
410
411         if (to.wpisbox || from.wpisbox)
412         {
413                 // if either is a box we have to find the nearest points on them to
414                 // calculate the distance properly
415                 local vector v1, v2, m1, m2;
416                 v1 = from.origin;
417                 m1 = to.absmin;
418                 m2 = to.absmax;
419                 v1_x = bound(m1_x, v1_x, m2_x);
420                 v1_y = bound(m1_y, v1_y, m2_y);
421                 v1_z = bound(m1_z, v1_z, m2_z);
422                 v2 = to.origin;
423                 m1 = from.absmin;
424                 m2 = from.absmax;
425                 v2_x = bound(m1_x, v2_x, m2_x);
426                 v2_y = bound(m1_y, v2_y, m2_y);
427                 v2_z = bound(m1_z, v2_z, m2_z);
428                 v2 = to.origin;
429                 c = vlen(v2 - v1);
430         }
431         else
432                 c = vlen(to.origin - from.origin);
433
434         if (from.wp31mincost < c) return;
435         if (from.wp30mincost < c) {from.wp31 = to;from.wp31mincost = c;return;} from.wp31 = from.wp30;from.wp31mincost = from.wp30mincost;
436         if (from.wp29mincost < c) {from.wp30 = to;from.wp30mincost = c;return;} from.wp30 = from.wp29;from.wp30mincost = from.wp29mincost;
437         if (from.wp28mincost < c) {from.wp29 = to;from.wp29mincost = c;return;} from.wp29 = from.wp28;from.wp29mincost = from.wp28mincost;
438         if (from.wp27mincost < c) {from.wp28 = to;from.wp28mincost = c;return;} from.wp28 = from.wp27;from.wp28mincost = from.wp27mincost;
439         if (from.wp26mincost < c) {from.wp27 = to;from.wp27mincost = c;return;} from.wp27 = from.wp26;from.wp27mincost = from.wp26mincost;
440         if (from.wp25mincost < c) {from.wp26 = to;from.wp26mincost = c;return;} from.wp26 = from.wp25;from.wp26mincost = from.wp25mincost;
441         if (from.wp24mincost < c) {from.wp25 = to;from.wp25mincost = c;return;} from.wp25 = from.wp24;from.wp25mincost = from.wp24mincost;
442         if (from.wp23mincost < c) {from.wp24 = to;from.wp24mincost = c;return;} from.wp24 = from.wp23;from.wp24mincost = from.wp23mincost;
443         if (from.wp22mincost < c) {from.wp23 = to;from.wp23mincost = c;return;} from.wp23 = from.wp22;from.wp23mincost = from.wp22mincost;
444         if (from.wp21mincost < c) {from.wp22 = to;from.wp22mincost = c;return;} from.wp22 = from.wp21;from.wp22mincost = from.wp21mincost;
445         if (from.wp20mincost < c) {from.wp21 = to;from.wp21mincost = c;return;} from.wp21 = from.wp20;from.wp21mincost = from.wp20mincost;
446         if (from.wp19mincost < c) {from.wp20 = to;from.wp20mincost = c;return;} from.wp20 = from.wp19;from.wp20mincost = from.wp19mincost;
447         if (from.wp18mincost < c) {from.wp19 = to;from.wp19mincost = c;return;} from.wp19 = from.wp18;from.wp19mincost = from.wp18mincost;
448         if (from.wp17mincost < c) {from.wp18 = to;from.wp18mincost = c;return;} from.wp18 = from.wp17;from.wp18mincost = from.wp17mincost;
449         if (from.wp16mincost < c) {from.wp17 = to;from.wp17mincost = c;return;} from.wp17 = from.wp16;from.wp17mincost = from.wp16mincost;
450         if (from.wp15mincost < c) {from.wp16 = to;from.wp16mincost = c;return;} from.wp16 = from.wp15;from.wp16mincost = from.wp15mincost;
451         if (from.wp14mincost < c) {from.wp15 = to;from.wp15mincost = c;return;} from.wp15 = from.wp14;from.wp15mincost = from.wp14mincost;
452         if (from.wp13mincost < c) {from.wp14 = to;from.wp14mincost = c;return;} from.wp14 = from.wp13;from.wp14mincost = from.wp13mincost;
453         if (from.wp12mincost < c) {from.wp13 = to;from.wp13mincost = c;return;} from.wp13 = from.wp12;from.wp13mincost = from.wp12mincost;
454         if (from.wp11mincost < c) {from.wp12 = to;from.wp12mincost = c;return;} from.wp12 = from.wp11;from.wp12mincost = from.wp11mincost;
455         if (from.wp10mincost < c) {from.wp11 = to;from.wp11mincost = c;return;} from.wp11 = from.wp10;from.wp11mincost = from.wp10mincost;
456         if (from.wp09mincost < c) {from.wp10 = to;from.wp10mincost = c;return;} from.wp10 = from.wp09;from.wp10mincost = from.wp09mincost;
457         if (from.wp08mincost < c) {from.wp09 = to;from.wp09mincost = c;return;} from.wp09 = from.wp08;from.wp09mincost = from.wp08mincost;
458         if (from.wp07mincost < c) {from.wp08 = to;from.wp08mincost = c;return;} from.wp08 = from.wp07;from.wp08mincost = from.wp07mincost;
459         if (from.wp06mincost < c) {from.wp07 = to;from.wp07mincost = c;return;} from.wp07 = from.wp06;from.wp07mincost = from.wp06mincost;
460         if (from.wp05mincost < c) {from.wp06 = to;from.wp06mincost = c;return;} from.wp06 = from.wp05;from.wp06mincost = from.wp05mincost;
461         if (from.wp04mincost < c) {from.wp05 = to;from.wp05mincost = c;return;} from.wp05 = from.wp04;from.wp05mincost = from.wp04mincost;
462         if (from.wp03mincost < c) {from.wp04 = to;from.wp04mincost = c;return;} from.wp04 = from.wp03;from.wp04mincost = from.wp03mincost;
463         if (from.wp02mincost < c) {from.wp03 = to;from.wp03mincost = c;return;} from.wp03 = from.wp02;from.wp03mincost = from.wp02mincost;
464         if (from.wp01mincost < c) {from.wp02 = to;from.wp02mincost = c;return;} from.wp02 = from.wp01;from.wp02mincost = from.wp01mincost;
465         if (from.wp00mincost < c) {from.wp01 = to;from.wp01mincost = c;return;} from.wp01 = from.wp00;from.wp01mincost = from.wp00mincost;
466         from.wp00 = to;from.wp00mincost = c;return;
467 };
468
469 // relink this spawnfunc_waypoint
470 // (precompile a list of all reachable waypoints from this spawnfunc_waypoint)
471 // (SLOW!)
472 void waypoint_think()
473 {
474         local entity e;
475         local vector sv, sm1, sm2, ev, em1, em2, dv;
476         //dprint("waypoint_think wpisbox = ", ftos(self.wpisbox), "\n");
477         sm1 = self.origin + self.mins;
478         sm2 = self.origin + self.maxs;
479         e = find(world, classname, "waypoint");
480         stepheightvec = cvar("sv_stepheight") * '0 0 1';
481         while (e)
482         {
483                 if (boxesoverlap(self.absmin, self.absmax, e.absmin, e.absmax))
484                 {
485                         waypoint_addlink(self, e);
486                         waypoint_addlink(e, self);
487                 }
488                 else
489                 {
490                         sv = e.origin;
491                         sv_x = bound(sm1_x, sv_x, sm2_x);
492                         sv_y = bound(sm1_y, sv_y, sm2_y);
493                         sv_z = bound(sm1_z, sv_z, sm2_z);
494                         ev = self.origin;
495                         em1 = e.origin + e.mins;
496                         em2 = e.origin + e.maxs;
497                         ev_x = bound(em1_x, ev_x, em2_x);
498                         ev_y = bound(em1_y, ev_y, em2_y);
499                         ev_z = bound(em1_z, ev_z, em2_z);
500                         dv = ev - sv;
501                         dv_z = 0;
502                         if (vlen(dv) < 1050) // max search distance in XY
503                         {
504                                 navigation_testtracewalk = 0;
505                                 if (!self.wpisbox)
506                                 {
507                                         tracebox(sv - PL_MIN_z * '0 0 1', PL_MIN, PL_MAX, sv, FALSE, self);
508                                         if (!trace_startsolid)
509                                         {
510                                                 //dprint("sv deviation", vtos(trace_endpos - sv), "\n");
511                                                 sv = trace_endpos + '0 0 1';
512                                         }
513                                 }
514                                 if (!e.wpisbox)
515                                 {
516                                         tracebox(ev - PL_MIN_z * '0 0 1', PL_MIN, PL_MAX, ev, FALSE, e);
517                                         if (!trace_startsolid)
518                                         {
519                                                 //dprint("ev deviation", vtos(trace_endpos - ev), "\n");
520                                                 ev = trace_endpos + '0 0 1';
521                                         }
522                                 }
523                                 //traceline(self.origin, e.origin, FALSE, world);
524                                 //if (trace_fraction == 1)
525                                 if (!self.wpisbox)
526                                 if (tracewalk(self, sv, PL_MIN, PL_MAX, ev, MOVE_NOMONSTERS))
527                                         waypoint_addlink(self, e);
528                                 if (!e.wpisbox)
529                                 if (tracewalk(e, ev, PL_MIN, PL_MAX, sv, MOVE_NOMONSTERS))
530                                         waypoint_addlink(e, self);
531                         }
532                 }
533                 e = find(e, classname, "waypoint");
534         }
535         navigation_testtracewalk = 0;
536 };
537
538 void waypoint_clearlinks(entity wp)
539 {
540         // clear links to other waypoints
541         local float f;
542         f = 10000000;
543         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;
544         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;
545         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;
546         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;
547 };
548
549 // tell a spawnfunc_waypoint to relink
550 void waypoint_schedulerelink(entity wp)
551 {
552         if (wp == world)
553                 return;
554         // TODO: add some sort of visible box in edit mode for box waypoints
555         if (cvar("g_waypointeditor"))
556         {
557                 local vector m1, m2;
558                 m1 = wp.mins;
559                 m2 = wp.maxs;
560                 setmodel(wp, "models/runematch/rune.mdl"); wp.effects = EF_LOWPRECISION;
561                 setsize(wp, m1, m2);
562                 if (wp.wpflags & WAYPOINTFLAG_ITEM)
563                         wp.colormod = '1 0 0';
564                 else if (wp.wpflags & WAYPOINTFLAG_GENERATED)
565                         wp.colormod = '1 1 0';
566                 else
567                         wp.colormod = '1 1 1';
568         }
569         else
570                 wp.model = "";
571         wp.wpisbox = vlen(wp.size) > 0;
572         wp.enemy = world;
573         wp.owner = world;
574         if (!(wp.wpflags & WAYPOINTFLAG_NORELINK))
575                 waypoint_clearlinks(wp);
576         // schedule an actual relink on next frame
577         wp.think = waypoint_think;
578         wp.nextthink = time;
579         wp.effects = EF_LOWPRECISION;
580 }
581
582 // create a new spawnfunc_waypoint and automatically link it to other waypoints, and link
583 // them back to it as well
584 // (suitable for spawnfunc_waypoint editor)
585 entity waypoint_spawn(vector m1, vector m2, float f)
586 {
587         local entity w;
588         local vector org;
589         w = find(world, classname, "waypoint");
590         while (w)
591         {
592                 // if a matching spawnfunc_waypoint already exists, don't add a duplicate
593                 if (boxesoverlap(m1, m2, w.absmin, w.absmax))
594                         return w;
595                 w = find(w, classname, "waypoint");
596         }
597         w = spawn();
598         w.classname = "waypoint";
599         w.wpflags = f;
600         setorigin(w, (m1 + m2) * 0.5);
601         setsize(w, m1 - w.origin, m2 - w.origin);
602         if (vlen(w.size) > 0)
603                 w.wpisbox = TRUE;
604
605         if(!(f & WAYPOINTFLAG_GENERATED))
606         if(!w.wpisbox)
607         {
608                 traceline(w.origin + '0 0 1', w.origin + PL_MIN_z * '0 0 1' - '0 0 1', MOVE_NOMONSTERS, w);
609                 if (trace_fraction < 1)
610                         setorigin(w, trace_endpos - PL_MIN_z * '0 0 1');
611
612                 // check if the start position is stuck
613                 tracebox(w.origin, PL_MIN + '-1 -1 -1', PL_MAX + '1 1 1', w.origin, MOVE_NOMONSTERS, w);
614                 if (trace_startsolid)
615                 {
616                         org = w.origin + '0 0 26';
617                         tracebox(org, PL_MIN, PL_MAX, w.origin, MOVE_WORLDONLY, w);
618                         if(trace_startsolid)
619                         {
620                                 org = w.origin + '2 2 2';
621                                 tracebox(org, PL_MIN, PL_MAX, w.origin, MOVE_WORLDONLY, w);
622                                 if(trace_startsolid)
623                                 {
624                                         org = w.origin + '-2 -2 2';
625                                         tracebox(org, PL_MIN, PL_MAX, w.origin, MOVE_WORLDONLY, w);
626                                         if(trace_startsolid)
627                                         {
628                                                 org = w.origin + '-2 2 2';
629                                                 tracebox(org, PL_MIN, PL_MAX, w.origin, MOVE_WORLDONLY, w);
630                                                 if(trace_startsolid)
631                                                 {
632                                                         org = w.origin + '2 -2 2';
633                                                         tracebox(org, PL_MIN, PL_MAX, w.origin, MOVE_WORLDONLY, w);
634                                                         if(trace_startsolid)
635                                                         {
636                                                                 // this WP is in solid, refuse it
637                                                                 dprint("Killed a waypoint that was stuck in solid at ", vtos(org), "\n");
638                                                                 remove(w);
639                                                                 return world;
640                                                         }
641                                                 }
642                                         }
643                                 }
644                         }
645                         setorigin(w, org * 0.05 + trace_endpos * 0.95); // don't trust the trace fully
646                 }
647
648                 tracebox(w.origin, PL_MIN, PL_MAX, w.origin - '0 0 128', MOVE_WORLDONLY, w);
649                 if(trace_startsolid)
650                 {
651                         dprint("Killed a waypoint that was stuck in solid ", vtos(w.origin), "\n");
652                         remove(w);
653                         return world;
654                 }
655                 if (!trace_inwater)
656                 {
657                         if(trace_fraction == 1)
658                         {
659                                 dprint("Killed a waypoint that was stuck in air at ", vtos(w.origin), "\n");
660                                 remove(w);
661                                 return world;
662                         }
663                         trace_endpos_z += 0.1; // don't trust the trace fully
664 //                      dprint("Moved waypoint at ", vtos(w.origin), " by ", ftos(vlen(w.origin - trace_endpos)));
665 //                      dprint(" direction: ", vtos((trace_endpos - w.origin)), "\n");
666                         setorigin(w, trace_endpos);
667                 }
668         }
669
670         waypoint_clearlinks(w);
671         //waypoint_schedulerelink(w);
672         return w;
673 };
674
675 // spawnfunc_waypoint map entity
676 void spawnfunc_waypoint()
677 {
678         setorigin(self, self.origin);
679         // schedule a relink after other waypoints have had a chance to spawn
680         waypoint_clearlinks(self);
681         //waypoint_schedulerelink(self);
682 };
683
684 // remove a spawnfunc_waypoint, and schedule all neighbors to relink
685 void waypoint_remove(entity e)
686 {
687         // tell all linked waypoints that they need to relink
688         waypoint_schedulerelink(e.wp00);
689         waypoint_schedulerelink(e.wp01);
690         waypoint_schedulerelink(e.wp02);
691         waypoint_schedulerelink(e.wp03);
692         waypoint_schedulerelink(e.wp04);
693         waypoint_schedulerelink(e.wp05);
694         waypoint_schedulerelink(e.wp06);
695         waypoint_schedulerelink(e.wp07);
696         waypoint_schedulerelink(e.wp08);
697         waypoint_schedulerelink(e.wp09);
698         waypoint_schedulerelink(e.wp10);
699         waypoint_schedulerelink(e.wp11);
700         waypoint_schedulerelink(e.wp12);
701         waypoint_schedulerelink(e.wp13);
702         waypoint_schedulerelink(e.wp14);
703         waypoint_schedulerelink(e.wp15);
704         waypoint_schedulerelink(e.wp16);
705         waypoint_schedulerelink(e.wp17);
706         waypoint_schedulerelink(e.wp18);
707         waypoint_schedulerelink(e.wp19);
708         waypoint_schedulerelink(e.wp20);
709         waypoint_schedulerelink(e.wp21);
710         waypoint_schedulerelink(e.wp22);
711         waypoint_schedulerelink(e.wp23);
712         waypoint_schedulerelink(e.wp24);
713         waypoint_schedulerelink(e.wp25);
714         waypoint_schedulerelink(e.wp26);
715         waypoint_schedulerelink(e.wp27);
716         waypoint_schedulerelink(e.wp28);
717         waypoint_schedulerelink(e.wp29);
718         waypoint_schedulerelink(e.wp30);
719         waypoint_schedulerelink(e.wp31);
720         // and now remove the spawnfunc_waypoint
721         remove(e);
722 };
723
724 // empties the map of waypoints
725 void waypoint_removeall()
726 {
727         local entity head, next;
728         head = findchain(classname, "waypoint");
729         while (head)
730         {
731                 next = head.chain;
732                 remove(head);
733                 head = next;
734         }
735 };
736
737 // tell all waypoints to relink
738 // (is this useful at all?)
739 void waypoint_schedulerelinkall()
740 {
741         local entity head;
742         head = findchain(classname, "waypoint");
743         while (head)
744         {
745                 waypoint_schedulerelink(head);
746                 head = head.chain;
747         }
748 };
749
750 // save waypoints to gamedir/data/maps/mapname.waypoints
751 // TODO: support saving wayboxes
752 void waypoint_saveall()
753 {
754         local string filename, s;
755         local float file, c;
756         local entity w;
757         filename = strcat("maps/", mapname);
758         filename = strcat(filename, ".waypoints");
759         file = fopen(filename, FILE_WRITE);
760         if (file >= 0)
761         {
762                 c = 0;
763                 w = findchain(classname, "waypoint");
764                 while (w)
765                 {
766                         if (!(w.wpflags & WAYPOINTFLAG_GENERATED))
767                         {
768                                 s = strcat(vtos(w.origin + w.mins), "\n");
769                                 s = strcat(s, vtos(w.origin + w.maxs));
770                                 s = strcat(s, "\n");
771                                 s = strcat(s, ftos(w.wpflags));
772                                 s = strcat(s, "\n");
773                                 fputs(file, s);
774                                 c = c + 1;
775                         }
776                         w = w.chain;
777                 }
778                 fclose(file);
779                 bprint("saved ");
780                 bprint(ftos(c));
781                 bprint(" waypoints to maps/");
782                 bprint(mapname);
783                 bprint(".waypoints\n");
784         }
785         else
786         {
787                 bprint("waypoint save to ");
788                 bprint(filename);
789                 bprint(" failed\n");
790         }
791 };
792
793 // load waypoints from file
794 float waypoint_loadall()
795 {
796         local string filename, s;
797         local float file, cwp, cwb, fl;
798         local vector m1, m2;
799         cwp = 0;
800         cwb = 0;
801         filename = strcat("maps/", mapname);
802         filename = strcat(filename, ".waypoints");
803         file = fopen(filename, FILE_READ);
804         if (file >= 0)
805         {
806                 while (1)
807                 {
808                         s = fgets(file);
809                         if (!s)
810                                 break;
811                         m1 = stov(s);
812                         s = fgets(file);
813                         if (!s)
814                                 break;
815                         m2 = stov(s);
816                         s = fgets(file);
817                         if (!s)
818                                 break;
819                         fl = stof(s);
820                         waypoint_spawn(m1, m2, fl);
821                         if (m1 == m2)
822                                 cwp = cwp + 1;
823                         else
824                                 cwb = cwb + 1;
825                 }
826                 fclose(file);
827                 dprint("loaded ");
828                 dprint(ftos(cwp));
829                 dprint(" waypoints and ");
830                 dprint(ftos(cwb));
831                 dprint(" wayboxes from maps/");
832                 dprint(mapname);
833                 dprint(".waypoints\n");
834         }
835         else
836         {
837                 dprint("waypoint load from ");
838                 dprint(filename);
839                 dprint(" failed\n");
840         }
841         return cwp + cwb;
842 };
843
844 void waypoint_spawnforitem(entity e)
845 {
846         local entity w;
847         local vector org;
848
849         if(!bot_waypoints_for_items)
850                 return;
851
852         org = e.origin + (e.mins + e.maxs) * 0.5;
853         org_z = e.origin_z + e.mins_z - PL_MIN_z + 1;
854         e.nearestwaypointtimeout = time + 1000000000;
855         // don't spawn an item spawnfunc_waypoint if it already exists
856         w = findchain(classname, "waypoint");
857         while (w)
858         {
859                 if (w.wpisbox)
860                 {
861                         if (boxesoverlap(org, org, w.absmin, w.absmax))
862                         {
863                                 e.nearestwaypoint = w;
864                                 return;
865                         }
866                 }
867                 else
868                 {
869                         if (vlen(w.origin - org) < 16)
870                         {
871                                 e.nearestwaypoint = w;
872                                 return;
873                         }
874                 }
875                 w = w.chain;
876         }
877         e.nearestwaypoint = waypoint_spawn(org, org, WAYPOINTFLAG_GENERATED | WAYPOINTFLAG_ITEM);
878 };
879
880 void waypoint_spawnforteleporter(entity e, vector destination, float timetaken)
881 {
882         local entity w;
883         local entity dw;
884         w = waypoint_spawn(e.absmin, e.absmax, WAYPOINTFLAG_GENERATED | WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_NORELINK);
885         dw = waypoint_spawn(destination, destination, WAYPOINTFLAG_GENERATED);
886         // one way link to the destination
887         w.wp00 = dw;
888         w.wp00mincost = timetaken; // this is just for jump pads
889         // the teleporter's nearest spawnfunc_waypoint is this one
890         // (teleporters are not goals, so this is probably useless)
891         e.nearestwaypoint = w;
892         e.nearestwaypointtimeout = time + 1000000000;
893 };
894
895
896
897
898
899 /////////////////////////////////////////////////////////////////////////////
900 // goal stack
901 /////////////////////////////////////////////////////////////////////////////
902
903 // completely empty the goal stack, used when deciding where to go
904 void navigation_clearroute()
905 {
906         self.goalcurrent = world;
907         self.goalstack01 = world;
908         self.goalstack02 = world;
909         self.goalstack03 = world;
910         self.goalstack04 = world;
911         self.goalstack05 = world;
912         self.goalstack06 = world;
913         self.goalstack07 = world;
914         self.goalstack08 = world;
915         self.goalstack09 = world;
916         self.goalstack10 = world;
917         self.goalstack11 = world;
918         self.goalstack12 = world;
919         self.goalstack13 = world;
920         self.goalstack14 = world;
921         self.goalstack15 = world;
922         self.goalstack16 = world;
923         self.goalstack17 = world;
924         self.goalstack18 = world;
925         self.goalstack19 = world;
926         self.goalstack20 = world;
927         self.goalstack21 = world;
928         self.goalstack22 = world;
929         self.goalstack23 = world;
930         self.goalstack24 = world;
931         self.goalstack25 = world;
932         self.goalstack26 = world;
933         self.goalstack27 = world;
934         self.goalstack28 = world;
935         self.goalstack29 = world;
936         self.goalstack30 = world;
937         self.goalstack31 = world;
938 };
939
940 // add a new goal at the beginning of the stack
941 // (in other words: add a new prerequisite before going to the later goals)
942 void navigation_pushroute(entity e)
943 {
944         self.goalstack31 = self.goalstack30;
945         self.goalstack30 = self.goalstack29;
946         self.goalstack29 = self.goalstack28;
947         self.goalstack28 = self.goalstack27;
948         self.goalstack27 = self.goalstack26;
949         self.goalstack26 = self.goalstack25;
950         self.goalstack25 = self.goalstack24;
951         self.goalstack24 = self.goalstack23;
952         self.goalstack23 = self.goalstack22;
953         self.goalstack22 = self.goalstack21;
954         self.goalstack21 = self.goalstack20;
955         self.goalstack20 = self.goalstack19;
956         self.goalstack19 = self.goalstack18;
957         self.goalstack18 = self.goalstack17;
958         self.goalstack17 = self.goalstack16;
959         self.goalstack16 = self.goalstack15;
960         self.goalstack15 = self.goalstack14;
961         self.goalstack14 = self.goalstack13;
962         self.goalstack13 = self.goalstack12;
963         self.goalstack12 = self.goalstack11;
964         self.goalstack11 = self.goalstack10;
965         self.goalstack10 = self.goalstack09;
966         self.goalstack09 = self.goalstack08;
967         self.goalstack08 = self.goalstack07;
968         self.goalstack07 = self.goalstack06;
969         self.goalstack06 = self.goalstack05;
970         self.goalstack05 = self.goalstack04;
971         self.goalstack04 = self.goalstack03;
972         self.goalstack03 = self.goalstack02;
973         self.goalstack02 = self.goalstack01;
974         self.goalstack01 = self.goalcurrent;
975         self.goalcurrent = e;
976 };
977
978 // remove first goal from stack
979 // (in other words: remove a prerequisite for reaching the later goals)
980 // (used when a spawnfunc_waypoint is reached)
981 void navigation_poproute()
982 {
983         self.goalcurrent = self.goalstack01;
984         self.goalstack01 = self.goalstack02;
985         self.goalstack02 = self.goalstack03;
986         self.goalstack03 = self.goalstack04;
987         self.goalstack04 = self.goalstack05;
988         self.goalstack05 = self.goalstack06;
989         self.goalstack06 = self.goalstack07;
990         self.goalstack07 = self.goalstack08;
991         self.goalstack08 = self.goalstack09;
992         self.goalstack09 = self.goalstack10;
993         self.goalstack10 = self.goalstack11;
994         self.goalstack11 = self.goalstack12;
995         self.goalstack12 = self.goalstack13;
996         self.goalstack13 = self.goalstack14;
997         self.goalstack14 = self.goalstack15;
998         self.goalstack15 = self.goalstack16;
999         self.goalstack16 = self.goalstack17;
1000         self.goalstack17 = self.goalstack18;
1001         self.goalstack18 = self.goalstack19;
1002         self.goalstack19 = self.goalstack20;
1003         self.goalstack20 = self.goalstack21;
1004         self.goalstack21 = self.goalstack22;
1005         self.goalstack22 = self.goalstack23;
1006         self.goalstack23 = self.goalstack24;
1007         self.goalstack24 = self.goalstack25;
1008         self.goalstack25 = self.goalstack26;
1009         self.goalstack26 = self.goalstack27;
1010         self.goalstack27 = self.goalstack28;
1011         self.goalstack28 = self.goalstack29;
1012         self.goalstack29 = self.goalstack30;
1013         self.goalstack30 = self.goalstack31;
1014         self.goalstack31 = world;
1015 };
1016
1017 // find the spawnfunc_waypoint near a dynamic goal such as a dropped weapon
1018 entity navigation_findnearestwaypoint(entity player, float walkfromwp)
1019 {
1020         local entity waylist, w, best;
1021         local float dist, bestdist;
1022         local vector v, org, pm1, pm2;
1023         pm1 = player.origin + PL_MIN;
1024         pm2 = player.origin + PL_MAX;
1025         waylist = findchain(classname, "waypoint");
1026         // do two scans, because box test is cheaper
1027         w = waylist;
1028         while (w)
1029         {
1030                 // if object is touching spawnfunc_waypoint
1031                 if (boxesoverlap(pm1, pm2, w.absmin, w.absmax))
1032                         return w;
1033                 w = w.chain;
1034         }
1035
1036         org = player.origin + (player.mins_z - PL_MIN_z) * '0 0 1';
1037         if(player.tag_entity)
1038                 org = org + player.tag_entity.origin;
1039         if (navigation_testtracewalk)
1040                 te_plasmaburn(org);
1041         best = world;
1042         bestdist = 1050;
1043
1044         // box check failed, try walk
1045         w = waylist;
1046         while (w)
1047         {
1048                 // if object can walk from spawnfunc_waypoint
1049                 if (w.wpisbox)
1050                 {
1051                         local vector wm1, wm2;
1052                         wm1 = w.origin + w.mins;
1053                         wm2 = w.origin + w.maxs;
1054                         v_x = bound(wm1_x, org_x, wm2_x);
1055                         v_y = bound(wm1_y, org_y, wm2_y);
1056                         v_z = bound(wm1_z, org_z, wm2_z);
1057                 }
1058                 else
1059                         v = w.origin;
1060                 dist = vlen(v - org);
1061                 if (bestdist > dist)
1062                 {
1063                         if (walkfromwp)
1064                         {
1065                                 traceline(v, org, TRUE, player);
1066                                 if (trace_fraction == 1)
1067                                 if (tracewalk(player, v, PL_MIN, PL_MAX, org, MOVE_NORMAL))
1068                                 {
1069                                         bestdist = dist;
1070                                         best = w;
1071                                 }
1072                         }
1073                         else
1074                         {
1075                                 traceline(v, org, TRUE, player);
1076                                 if (trace_fraction == 1)
1077                                 if (tracewalk(player, org, PL_MIN, PL_MAX, v, MOVE_NORMAL))
1078                                 {
1079                                         bestdist = dist;
1080                                         best = w;
1081                                 }
1082                         }
1083                 }
1084                 w = w.chain;
1085         }
1086         return best;
1087 }
1088
1089 // finds the waypoints near the bot initiating a navigation query
1090 float navigation_markroutes_nearestwaypoints(entity waylist, float maxdist)
1091 {
1092         local entity head;
1093         local vector v, m1, m2, diff;
1094         local float c;
1095         //navigation_testtracewalk = TRUE;
1096         c = 0;
1097         head = waylist;
1098         while (head)
1099         {
1100                 if (!head.wpconsidered)
1101                 {
1102                         if (head.wpisbox)
1103                         {
1104                                 m1 = head.origin + head.mins;
1105                                 m2 = head.origin + head.maxs;
1106                                 v = self.origin;
1107                                 v_x = bound(m1_x, v_x, m2_x);
1108                                 v_y = bound(m1_y, v_y, m2_y);
1109                                 v_z = bound(m1_z, v_z, m2_z);
1110                         }
1111                         else
1112                                 v = head.origin;
1113                         diff = v - self.origin;
1114                         diff_z = max(0, diff_z);
1115                         if (vlen(diff) < maxdist)
1116                         {
1117                                 head.wpconsidered = TRUE;
1118                                 if (tracewalk(self, self.origin, self.mins, self.maxs, v, MOVE_NORMAL))
1119                                 {
1120                                         head.wpnearestpoint = v;
1121                                         head.wpcost = vlen(v - self.origin) + head.dmg;
1122                                         head.wpfire = 1;
1123                                         head.enemy = world;
1124                                         c = c + 1;
1125                                 }
1126                         }
1127                 }
1128                 head = head.chain;
1129         }
1130         //navigation_testtracewalk = FALSE;
1131         return c;
1132 }
1133
1134 // updates a path link if a spawnfunc_waypoint link is better than the current one
1135 void navigation_markroutes_checkwaypoint(entity w, entity wp, float cost2, vector p)
1136 {
1137         local vector m1;
1138         local vector m2;
1139         local vector v;
1140         if (wp.wpisbox)
1141         {
1142                 m1 = wp.absmin;
1143                 m2 = wp.absmax;
1144                 v_x = bound(m1_x, p_x, m2_x);
1145                 v_y = bound(m1_y, p_y, m2_y);
1146                 v_z = bound(m1_z, p_z, m2_z);
1147         }
1148         else
1149                 v = wp.origin;
1150         cost2 = cost2 + vlen(v);
1151         if (wp.wpcost > cost2)
1152         {
1153                 wp.wpcost = cost2;
1154                 wp.enemy = w;
1155                 wp.wpfire = 1;
1156                 wp.wpnearestpoint = v;
1157         }
1158 };
1159
1160 // queries the entire spawnfunc_waypoint network for pathes leading away from the bot
1161 void navigation_markroutes()
1162 {
1163         local entity w, wp, waylist;
1164         local float searching, cost, cost2;
1165         local vector p;
1166         w = waylist = findchain(classname, "waypoint");
1167         while (w)
1168         {
1169                 w.wpconsidered = FALSE;
1170                 w.wpnearestpoint = '0 0 0';
1171                 w.wpcost = 10000000;
1172                 w.wpfire = 0;
1173                 w.enemy = world;
1174                 w = w.chain;
1175         }
1176         // try a short range search for the nearest waypoints, and expand the
1177         // search repeatedly if none are found
1178         if (!navigation_markroutes_nearestwaypoints(waylist, 250))
1179                 if (!navigation_markroutes_nearestwaypoints(waylist, 1000))
1180                         navigation_markroutes_nearestwaypoints(waylist, 1000000);
1181         searching = TRUE;
1182         while (searching)
1183         {
1184                 searching = FALSE;
1185                 w = waylist;
1186                 while (w)
1187                 {
1188                         if (w.wpfire)
1189                         {
1190                                 searching = TRUE;
1191                                 w.wpfire = 0;
1192                                 cost = w.wpcost;
1193                                 p = w.wpnearestpoint;
1194                                 wp = w.wp00;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp00mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1195                                 wp = w.wp01;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp01mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1196                                 wp = w.wp02;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp02mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1197                                 wp = w.wp03;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp03mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1198                                 wp = w.wp04;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp04mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1199                                 wp = w.wp05;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp05mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1200                                 wp = w.wp06;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp06mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1201                                 wp = w.wp07;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp07mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1202                                 wp = w.wp08;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp08mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1203                                 wp = w.wp09;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp09mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1204                                 wp = w.wp10;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp10mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1205                                 wp = w.wp11;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp11mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1206                                 wp = w.wp12;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp12mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1207                                 wp = w.wp13;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp13mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1208                                 wp = w.wp14;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp14mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1209                                 wp = w.wp15;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp15mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1210                                 wp = w.wp16;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp16mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1211                                 wp = w.wp17;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp17mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1212                                 wp = w.wp18;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp18mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1213                                 wp = w.wp19;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp19mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1214                                 wp = w.wp20;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp20mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1215                                 wp = w.wp21;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp21mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1216                                 wp = w.wp22;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp22mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1217                                 wp = w.wp23;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp23mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1218                                 wp = w.wp24;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp24mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1219                                 wp = w.wp25;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp25mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1220                                 wp = w.wp26;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp26mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1221                                 wp = w.wp27;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp27mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1222                                 wp = w.wp28;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp28mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1223                                 wp = w.wp29;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp29mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1224                                 wp = w.wp30;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp30mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1225                                 wp = w.wp31;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp31mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1226                                 }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
1227                         }
1228                         w = w.chain;
1229                 }
1230         }
1231 };
1232
1233 // updates the best goal according to a weighted calculation of travel cost and item value of a new proposed item
1234 .void() havocbot_role;
1235 void() havocbot_role_ctf_offense;
1236 void navigation_routerating(entity e, float f, float rangebias)
1237 {
1238         if (!e)
1239                 return;
1240         //te_wizspike(e.origin);
1241         //bprint(etos(e));
1242         //bprint("\n");
1243         // update the cached spawnfunc_waypoint link on a dynamic item entity
1244         if (time > e.nearestwaypointtimeout)
1245         {
1246                 e.nearestwaypoint = navigation_findnearestwaypoint(e, TRUE);
1247                 e.nearestwaypointtimeout = time + random() * 3 + 5;
1248         }
1249         //dprint(e.classname, " ", ftos(f));
1250         //dprint("-- checking ", e.classname, " (with cost ", ftos(e.nearestwaypoint.wpcost), ")\n");
1251         if (e.nearestwaypoint)
1252         if (e.nearestwaypoint.wpcost < 10000000)
1253         {
1254                 //te_wizspike(e.nearestwaypoint.wpnearestpoint);
1255                 //dprint(e.classname, " ", ftos(f), "/(1+", ftos((e.nearestwaypoint.wpcost + vlen(e.origin - e.nearestwaypoint.wpnearestpoint))), "/", ftos(rangebias), ") = ");
1256                 f = f * rangebias / (rangebias + (e.nearestwaypoint.wpcost + vlen(e.origin - e.nearestwaypoint.wpnearestpoint)));
1257                 //if (self.havocbot_role == havocbot_role_ctf_offense)
1258                 //      dprint("-- considering ", e.classname, " (with rating ", ftos(f), ")\n");
1259                 //dprint(ftos(f));
1260                 if (navigation_bestrating < f)
1261                 {
1262                         navigation_alternativegoal = navigation_bestgoal;
1263                         navigation_bestrating = f;
1264                         navigation_bestgoal = e;
1265                 }
1266         }
1267         //dprint("\n");
1268 };
1269
1270 // replaces the goal stack with the path to a given item
1271 void navigation_routetogoal(entity e)
1272 {
1273         // if already going to this goal, don't stop
1274         //if (self.goalentity == e)
1275         //      return;
1276         // clear the route and add the new one
1277         navigation_clearroute();
1278         self.goalentity = e;
1279         // if there is no goal, just exit
1280         if (!e)
1281                 return;
1282         // put the entity on the goal stack as the only item
1283         navigation_pushroute(e);
1284         //te_smallflash((e.absmin + e.absmax) * 0.5);
1285         //bprint("navigation_routetogoal(");
1286         //bprint(etos(e));
1287         //bprint(") : ");
1288         //bprint(etos(e));
1289         //tracebox(self.origin, '-16 -16 0', '16 16 0', e.origin, TRUE, self);
1290         //if (trace_fraction == 1)
1291         if (tracewalk(self, self.origin, PL_MIN, PL_MAX, e.origin, MOVE_NORMAL))
1292                 return;
1293         // see if there are waypoints describing a path to the item
1294         e = e.nearestwaypoint;
1295         while (e != world)
1296         {
1297                 //bprint(" ");
1298                 //bprint(etos(e));
1299                 //te_smallflash((e.absmin + e.absmax) * 0.5);
1300                 //tracebox(self.origin, '-16 -16 0', '16 16 0', e.origin, TRUE, self);
1301                 //if (trace_fraction == 1)
1302                 //if (tracewalk(self, self.origin, PL_MIN, PL_MAX, e.origin, MOVE_NORMAL))
1303                 //      break;
1304                 // add the spawnfunc_waypoint to the path
1305                 navigation_pushroute(e);
1306                 e = e.enemy;
1307         }
1308         //bprint("\n");
1309 };
1310
1311 // removes any currently touching waypoints from the goal stack
1312 // (this is how bots detect if they have reached a goal)
1313 void navigation_poptouchedgoals()
1314 {
1315         local vector org, m1, m2;
1316         org = self.origin;// + self.velocity * 0.1;
1317         m1 = org + self.mins;
1318         m2 = org + self.maxs;
1319
1320         // Loose goal touching check for running state
1321         if(self.aistatus & AI_STATUS_RUNNING)
1322         if(self.goalcurrent.classname=="waypoint")
1323         {
1324                 if(vlen(self.origin - self.goalcurrent.origin)<150)
1325                 {
1326                                 traceline(self.origin + self.view_ofs , self.goalcurrent.origin, TRUE, world);
1327                                 if(trace_fraction==1)
1328                                 {
1329                                         navigation_poproute();
1330                                 }
1331                 }
1332         }
1333
1334         while (self.goalcurrent && boxesoverlap(m1, m2, self.goalcurrent.absmin, self.goalcurrent.absmax))
1335                 navigation_poproute();
1336 }
1337
1338 // begin a goal selection session (queries spawnfunc_waypoint network)
1339 void navigation_goalrating_start()
1340 {
1341         navigation_bestrating = -1;
1342         navigation_bestgoal = world;
1343         navigation_markroutes();
1344 };
1345
1346 // ends a goal selection session (updates goal stack to the best goal)
1347 void navigation_goalrating_end()
1348 {
1349         if (self.havocbot_role == havocbot_role_ctf_offense)
1350                 dprint(navigation_bestgoal.classname, " (with rating ", ftos(navigation_bestrating), ")\n");
1351         self.alternativegoal = navigation_alternativegoal;
1352         navigation_routetogoal(navigation_bestgoal);
1353 };
1354
1355
1356
1357
1358
1359 //////////////////////////////////////////////////////////////////////////////
1360 // general bot functions
1361 //////////////////////////////////////////////////////////////////////////////
1362
1363 .float isbot; // true if this client is actually a bot
1364
1365 float skill;
1366 entity bot_list;
1367 .entity nextbot;
1368
1369 float sv_maxspeed;
1370 .float createdtime;
1371
1372 .float bot_preferredcolors;
1373
1374 .float bot_attack;
1375 .float bot_dodge;
1376 .float bot_dodgerating;
1377
1378 //.float bot_painintensity;
1379 .float bot_firetimer;
1380 //.float bot_oldhealth;
1381 .void() bot_ai;
1382
1383 .entity bot_aimtarg;
1384 .float bot_aimlatency;
1385 .vector bot_aimselforigin;
1386 .vector bot_aimselfvelocity;
1387 .vector bot_aimtargorigin;
1388 .vector bot_aimtargvelocity;
1389
1390 .float bot_pickup;
1391 .float(entity player, entity item) bot_pickupevalfunc;
1392 .float bot_pickupbasevalue;
1393 .float bot_canfire;
1394 .float bot_strategytime;
1395
1396 // used for aiming currently
1397 // FIXME: make the weapon code use these and then replace the calculations here with a call to the weapon code
1398 vector shotorg;
1399 vector shotdir;
1400
1401 const float BOTSKINS = 19;
1402 const float BOTNAMES = 32;
1403 string bot_namefornumber(float r)
1404 {
1405         if (r <  1) return "Thunderstorm";
1406         if (r <  2) return "Darkness";
1407         if (r <  3) return "Scorcher";
1408         if (r <  4) return "Paranoia";
1409         if (r <  5) return "Eureka";
1410         if (r <  6) return "Mystery";
1411         if (r <  7) return "Toxic";
1412         if (r <  8) return "Dominion";
1413         if (r <  9) return "Pegasus";
1414         if (r < 10) return "Sensible";
1415         if (r < 11) return "Gator";
1416         if (r < 12) return "Kangaroo";
1417         if (r < 13) return "Deadline";
1418         if (r < 14) return "Frosty";
1419         if (r < 15) return "Roadkill";
1420         if (r < 16) return "Death";
1421         if (r < 17) return "Panic";
1422         if (r < 18) return "Discovery";
1423         if (r < 19) return "Shadow";
1424         if (r < 20) return "Acidic";
1425         if (r < 21) return "Dominator";
1426         if (r < 22) return "Hellfire";
1427         if (r < 23) return "Necrotic";
1428         if (r < 24) return "Newbie";
1429         if (r < 25) return "Spellbinder";
1430         if (r < 26) return "Lion";
1431         if (r < 27) return "Controlled";
1432         if (r < 28) return "Airhead";
1433         if (r < 29) return "Delirium";
1434         if (r < 30) return "Resurrection";
1435         if (r < 31) return "Danger";
1436         return "Flatline";
1437 };
1438
1439 string bot_skinfornumber(float r)
1440 {
1441              if (r <  1) {self.playermodel = "models/player/carni.zym"          ;self.playerskin = "0";return "Carni"          ;}
1442         else if (r <  2) {self.playermodel = "models/player/carni.zym"          ;self.playerskin = "1";return "Armored Carni"  ;}
1443         else if (r <  3) {self.playermodel = "models/player/crash.zym"          ;self.playerskin = "0";return "Quark"          ;}
1444         else if (r <  4) {self.playermodel = "models/player/grunt.zym"          ;self.playerskin = "0";return "Grunt"          ;}
1445         else if (r <  5) {self.playermodel = "models/player/headhunter.zym"     ;self.playerskin = "0";return "HeadHunter"     ;}
1446         else if (r <  6) {self.playermodel = "models/player/insurrectionist.zym";self.playerskin = "0";return "Insurrectionist";}
1447         else if (r <  7) {self.playermodel = "models/player/lurk.zym"           ;self.playerskin = "0";return "Lurk"           ;}
1448         else if (r <  8) {self.playermodel = "models/player/lurk.zym"           ;self.playerskin = "1";return "Reptile"        ;}
1449         else if (r <  9) {self.playermodel = "models/player/lycanthrope.zym"    ;self.playerskin = "0";return "Lycanthrope"    ;}
1450         else if (r < 10) {self.playermodel = "models/player/marine.zym"         ;self.playerskin = "0";return "Marine"         ;}
1451         else if (r < 11) {self.playermodel = "models/player/nexus.zym"          ;self.playerskin = "0";return "Nexus"          ;}
1452         else if (r < 12) {self.playermodel = "models/player/nexus.zym"          ;self.playerskin = "1";return "Mulder"         ;}
1453         else if (r < 13) {self.playermodel = "models/player/nexus.zym"          ;self.playerskin = "2";return "Xolar"          ;}
1454         else if (r < 14) {self.playermodel = "models/player/pyria.zym"          ;self.playerskin = "0";return "Pyria"          ;}
1455         else if (r < 15) {self.playermodel = "models/player/shock.zym"          ;self.playerskin = "0";return "Shock"          ;}
1456         else if (r < 16) {self.playermodel = "models/player/skadi.zym"          ;self.playerskin = "0";return "Skadi"          ;}
1457         else if (r < 17) {self.playermodel = "models/player/specop.zym"         ;self.playerskin = "0";return "Specop"         ;}
1458         else             {self.playermodel = "models/player/visitant.zym"       ;self.playerskin = "0";return "Fricka"         ;}
1459 };
1460
1461 void bot_setnameandstuff()
1462 {
1463         local string name, prefix, suffix;
1464         local float r, b, shirt, pants;
1465
1466         prefix = cvar_string("bot_prefix");
1467         suffix = cvar_string("bot_suffix");
1468
1469         // this is really only a default, JoinBestTeam is called later
1470         pants = floor(random() * 15);
1471         shirt = floor(random() * 15);
1472         //shirt = pants;
1473         setcolor(self, shirt * 16 + pants);
1474         self.bot_preferredcolors = self.clientcolors;
1475
1476         // now pick a name...
1477
1478         if (cvar("bot_usemodelnames"))
1479         {
1480                 // first see if all skins are taken
1481                 b = 0;
1482                 do
1483                 {
1484                         name = bot_skinfornumber(b);
1485                         b = b + 1;
1486                 }
1487                 while (b < BOTSKINS && find(world, netname, name));
1488
1489                 // randomly pick a skin, if it's taken either repeat until we find one,
1490                 // or give up if we already know all skins are taken
1491                 do
1492                 {
1493                         r = floor(random() * BOTSKINS);
1494                         name = bot_skinfornumber(r);
1495                 }
1496                 while (b < BOTSKINS && find(world, netname, name));
1497         }
1498         else
1499         {
1500                 // first see if all names are taken
1501                 b = 0;
1502                 do
1503                 {
1504                         name = bot_namefornumber(b);
1505                         b = b + 1;
1506                 }
1507                 while (b < BOTNAMES && find(world, netname, name));
1508
1509                 // randomly pick a name, if it's taken either repeat until we find one,
1510                 // or give up if we already know all names are taken
1511                 do
1512                 {
1513                         r = floor(random() * BOTNAMES);
1514                         name = bot_namefornumber(r);
1515                 }
1516                 while (b < BOTNAMES && find(world, netname, name));
1517
1518                 // randomly pick a skin
1519                 bot_skinfornumber(floor(random() * BOTSKINS));
1520         }
1521         if(!cvar("g_campaign"))
1522                 self.netname = self.netname_freeme = strzone(strcat(prefix, name, suffix));
1523         else
1524                 self.netname = name;
1525 };
1526
1527 float bot_custom_weapon;
1528 float bot_distance_far;
1529 float bot_distance_close;
1530
1531 float bot_weapons_far[WEP_LAST];
1532 float bot_weapons_mid[WEP_LAST];
1533 float bot_weapons_close[WEP_LAST];
1534
1535 void bot_custom_weapon_priority_setup()
1536 {
1537         local float tokens, i, c, w;
1538
1539         bot_custom_weapon = FALSE;
1540
1541         if(     cvar_string("bot_ai_custom_weapon_priority_far") == "" ||
1542                 cvar_string("bot_ai_custom_weapon_priority_mid") == "" ||
1543                 cvar_string("bot_ai_custom_weapon_priority_close") == "" ||
1544                 cvar_string("bot_ai_custom_weapon_priority_distances") == ""
1545         )
1546                 return;
1547
1548         // Parse distances
1549         tokens = tokenizebyseparator(cvar_string("bot_ai_custom_weapon_priority_distances")," ");
1550
1551         if (tokens!=2)
1552                 return;
1553
1554         bot_distance_far = stof(argv(0));
1555         bot_distance_close = stof(argv(1));
1556         
1557         if(bot_distance_far < bot_distance_close){
1558                 bot_distance_far = stof(argv(1));
1559                 bot_distance_close = stof(argv(0));     
1560         }
1561
1562         // Initialize list of weapons
1563         bot_weapons_far[0] = -1;
1564         bot_weapons_mid[0] = -1;
1565         bot_weapons_close[0] = -1;
1566
1567         // Parse far distance weapon priorities
1568         tokens = tokenizebyseparator(cvar_string("bot_ai_custom_weapon_priority_far")," ");
1569
1570         c = 0;
1571         for(i=0; i < tokens && c < WEP_COUNT; ++i){
1572                 w = stof(argv(i));
1573                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
1574                         bot_weapons_far[c] = w;
1575                         ++c;
1576                 }
1577         }
1578         if(c < WEP_COUNT)
1579                 bot_weapons_far[c] = -1;
1580
1581         // Parse mid distance weapon priorities
1582         tokens = tokenizebyseparator(cvar_string("bot_ai_custom_weapon_priority_mid")," ");
1583
1584         c = 0;
1585         for(i=0; i < tokens && c < WEP_COUNT; ++i){
1586                 w = stof(argv(i));
1587                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
1588                         bot_weapons_mid[c] = w;
1589                         ++c;
1590                 }
1591         }
1592         if(c < WEP_COUNT)
1593                 bot_weapons_mid[c] = -1;
1594
1595         // Parse close distance weapon priorities
1596         tokens = tokenizebyseparator(cvar_string("bot_ai_custom_weapon_priority_close")," ");
1597
1598         c = 0;
1599         for(i=0; i < tokens && i < WEP_COUNT; ++i){
1600                 w = stof(argv(i));
1601                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
1602                         bot_weapons_close[c] = w;
1603                         ++c;
1604                 }
1605         }
1606         if(c < WEP_COUNT)
1607                 bot_weapons_close[c] = -1;
1608
1609         bot_custom_weapon = TRUE;
1610 };
1611
1612
1613 void bot_endgame()
1614 {
1615         local entity e;
1616         //dprint("bot_endgame\n");
1617         e = bot_list;
1618         while (e)
1619         {
1620                 setcolor(e, e.bot_preferredcolors);
1621                 e = e.nextbot;
1622         }
1623         // if dynamic waypoints are ever implemented, save them here
1624 };
1625
1626 float bot_ignore_bots; // let bots not attack other bots (only works in non-teamplay)
1627 float bot_shouldattack(entity e)
1628 {
1629         if (e.team == self.team)
1630         {
1631                 if (e == self)
1632                         return FALSE;
1633                 if (teams_matter)
1634                 if (e.team != 0)
1635                         return FALSE;
1636         }
1637         if(!teams_matter)
1638                 if(bot_ignore_bots)
1639                         if(clienttype(e) == CLIENTTYPE_BOT)
1640                                 return FALSE;
1641         if (!e.takedamage)
1642                 return FALSE;
1643         if (e.deadflag)
1644                 return FALSE;
1645         if (e.BUTTON_CHAT)
1646                 return FALSE;
1647         if(g_minstagib)
1648         if(e.items & IT_STRENGTH)
1649                 return FALSE;
1650         return TRUE;
1651 };
1652
1653 void bot_lagfunc(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
1654 {
1655         if(self.flags & FL_INWATER)
1656         {
1657                 self.bot_aimtarg = world;
1658                 return;
1659         }
1660         self.bot_aimtarg = e1;
1661         self.bot_aimlatency = self.ping; // FIXME?  Shouldn't this be in the lag item?
1662         self.bot_aimselforigin = v1;
1663         self.bot_aimselfvelocity = v2;
1664         self.bot_aimtargorigin = v3;
1665         self.bot_aimtargvelocity = v4;
1666         if(skill <= 0)
1667                 self.bot_canfire = (random() < 0.8);
1668         else if(skill <= 1)
1669                 self.bot_canfire = (random() < 0.9);
1670         else if(skill <= 2)
1671                 self.bot_canfire = (random() < 0.95);
1672         else
1673                 self.bot_canfire = 1;
1674 };
1675
1676 .float bot_nextthink;
1677 .float bot_badaimtime;
1678 .float bot_aimthinktime;
1679 .vector bot_mouseaim;
1680 .vector bot_badaimoffset;
1681 .vector bot_1st_order_aimfilter;
1682 .vector bot_2nd_order_aimfilter;
1683 .vector bot_3th_order_aimfilter;
1684 .vector bot_4th_order_aimfilter;
1685 .vector bot_5th_order_aimfilter;
1686 .vector bot_olddesiredang;
1687 float bot_aimdir(vector v, float maxfiredeviation)
1688 {
1689 /*
1690         local float snapcos;
1691         local vector olddir, newdir, desireddir;
1692
1693         makevectors(self.v_angle);
1694         olddir = newdir = v_forward;
1695         desireddir = normalize(v);
1696         snapcos = cos(cvar("bot_ai_aimskill_snapangle") * frametime * (skill + 1) * 0.5);
1697         if (desireddir * olddir < v_forward_x)
1698                 newdir = desireddir;
1699         else
1700         {
1701                 local float blendrate;
1702                 blendrate = cvar("bot_ai_aimskill_blendrate") * frametime * (skill + 1) * 0.5;
1703                 newdir = olddir + (desireddir - olddir) * bound(0, blendrate, 1);
1704         }
1705
1706         // decide whether to fire this time
1707         if ((desireddir * newdir) >= cos(maxfiredeviation))
1708                 self.bot_firetimer = time + 0.3;
1709
1710         self.v_angle = vectoangles(newdir);
1711         self.v_angle_x = self.v_angle_x * -1;
1712
1713         makevectors(self.v_angle);
1714         shotorg = self.origin + self.view_ofs;
1715         shotdir = newdir;
1716
1717         return time < self.bot_firetimer;
1718 */
1719
1720         local float dist;
1721         local vector desiredang, diffang;
1722
1723         //dprint("aim ", self.netname, ": old:", vtos(self.v_angle));
1724         // make sure v_angle is sane first
1725         self.v_angle_y = self.v_angle_y - floor(self.v_angle_y / 360) * 360;
1726         self.v_angle_z = 0;
1727
1728         // get the desired angles to aim at
1729         //dprint(" at:", vtos(v));
1730         v = normalize(v);
1731         //te_lightning2(world, self.origin + self.view_ofs, self.origin + self.view_ofs + v * 200);
1732         if (time >= self.bot_badaimtime)
1733         {
1734                 self.bot_badaimtime = max(self.bot_badaimtime + 0.3, time);
1735                 self.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+self.bot_offsetskill), 5) * cvar("bot_ai_aimskill_offset");
1736         }
1737         desiredang = vectoangles(v) + self.bot_badaimoffset;
1738         //dprint(" desired:", vtos(desiredang));
1739         if (desiredang_x >= 180)
1740                 desiredang_x = desiredang_x - 360;
1741         desiredang_x = bound(-90, 0 - desiredang_x, 90);
1742         desiredang_z = self.v_angle_z;
1743         //dprint(" / ", vtos(desiredang));
1744
1745         //// pain throws off aim
1746         //if (self.bot_painintensity)
1747         //{
1748         //      // shake from pain
1749         //      desiredang = desiredang + randomvec() * self.bot_painintensity * 0.2;
1750         //}
1751
1752         // calculate turn angles
1753         diffang = (desiredang - self.bot_olddesiredang);
1754         // wrap yaw turn
1755         diffang_y = diffang_y - floor(diffang_y / 360) * 360;
1756         if (diffang_y >= 180)
1757                 diffang_y = diffang_y - 360;
1758         self.bot_olddesiredang = desiredang;
1759         //dprint(" diff:", vtos(diffang));
1760
1761         // Here we will try to anticipate the comming aiming direction
1762         self.bot_1st_order_aimfilter= self.bot_1st_order_aimfilter
1763                 + (diffang * (1 / frametime)    - self.bot_1st_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_1st"),1);
1764         self.bot_2nd_order_aimfilter= self.bot_2nd_order_aimfilter
1765                 + (self.bot_1st_order_aimfilter - self.bot_2nd_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_2nd"),1);
1766         self.bot_3th_order_aimfilter= self.bot_3th_order_aimfilter
1767                 + (self.bot_2nd_order_aimfilter - self.bot_3th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_3th"),1);
1768         self.bot_4th_order_aimfilter= self.bot_4th_order_aimfilter
1769                 + (self.bot_3th_order_aimfilter - self.bot_4th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_4th"),1);
1770         self.bot_5th_order_aimfilter= self.bot_5th_order_aimfilter
1771                 + (self.bot_4th_order_aimfilter - self.bot_5th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_5th"),1);
1772
1773         local float blend;
1774         //blend = (bound(0,skill,10)*0.1)*pow(1-bound(0,skill,10)*0.05,2.5)*5.656854249; //Plot formule before changing !
1775         blend = bound(0,skill,10)*0.1;
1776         desiredang = desiredang + blend *
1777         (
1778                   self.bot_1st_order_aimfilter * cvar("bot_ai_aimskill_order_mix_1st")
1779                 + self.bot_2nd_order_aimfilter * cvar("bot_ai_aimskill_order_mix_2nd")
1780                 + self.bot_3th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_3th")
1781                 + self.bot_4th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_4th")
1782                 + self.bot_5th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_5th")
1783         );
1784
1785         // calculate turn angles
1786         diffang = desiredang - self.bot_mouseaim;
1787         // wrap yaw turn
1788         diffang_y = diffang_y - floor(diffang_y / 360) * 360;
1789         if (diffang_y >= 180)
1790                 diffang_y = diffang_y - 360;
1791         //dprint(" diff:", vtos(diffang));
1792
1793         if (time >= self.bot_aimthinktime)
1794         {
1795                 self.bot_aimthinktime = max(self.bot_aimthinktime + 0.5 - 0.05*(skill+self.bot_thinkskill), time);
1796                 self.bot_mouseaim = self.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-skill,10));
1797         }
1798
1799         //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
1800
1801         diffang = self.bot_mouseaim - desiredang;
1802         // wrap yaw turn
1803         diffang_y = diffang_y - floor(diffang_y / 360) * 360;
1804         if (diffang_y >= 180)
1805                 diffang_y = diffang_y - 360;
1806         desiredang = desiredang + diffang * bound(0,cvar("bot_ai_aimskill_think"),1);
1807
1808         // calculate turn angles
1809         diffang = desiredang - self.v_angle;
1810         // wrap yaw turn
1811         diffang_y = diffang_y - floor(diffang_y / 360) * 360;
1812         if (diffang_y >= 180)
1813                 diffang_y = diffang_y - 360;
1814         //dprint(" diff:", vtos(diffang));
1815
1816         // jitter tracking
1817         dist = vlen(diffang);
1818         //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
1819
1820         // turn
1821         local float r, fixedrate, blendrate;
1822         fixedrate = cvar("bot_ai_aimskill_fixedrate") / bound(1,dist,1000);
1823         blendrate = cvar("bot_ai_aimskill_blendrate");
1824         r = max(fixedrate, blendrate);
1825         //self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
1826         self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+pow(skill+self.bot_mouseskill,3)*0.005-random()), 1);
1827         self.v_angle = self.v_angle * bound(0,cvar("bot_ai_aimskill_mouse"),1) + desiredang * bound(0,(1-cvar("bot_ai_aimskill_mouse")),1);
1828         //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
1829         //self.v_angle = self.v_angle + diffang * (1/ blendrate);
1830         self.v_angle_z = 0;
1831         self.v_angle_y = self.v_angle_y - floor(self.v_angle_y / 360) * 360;
1832         //dprint(" turn:", vtos(self.v_angle));
1833
1834         makevectors(self.v_angle);
1835         shotorg = self.origin + self.view_ofs;
1836         shotdir = v_forward;
1837
1838         //dprint(" dir:", vtos(v_forward));
1839         //te_lightning2(world, shotorg, shotorg + shotdir * 100);
1840
1841         // calculate turn angles again
1842         //diffang = desiredang - self.v_angle;
1843         //diffang_y = diffang_y - floor(diffang_y / 360) * 360;
1844         //if (diffang_y >= 180)
1845         //      diffang_y = diffang_y - 360;
1846
1847         //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n");
1848
1849         // decide whether to fire this time
1850         // note the maxfiredeviation is in degrees so this has to convert to radians first
1851         //if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
1852         if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
1853         if (vlen(trace_endpos-shotorg) < 500+500*bound(0, skill, 10) || random()*random()>bound(0,skill*0.05,1))
1854                 self.bot_firetimer = time + bound(0.1, 0.5-skill*0.05, 0.5);
1855         //traceline(shotorg,shotorg+shotdir*1000,FALSE,world);
1856         //dprint(ftos(maxfiredeviation),"\n");
1857         //dprint(" diff:", vtos(diffang), "\n");
1858
1859         return self.bot_canfire && (time < self.bot_firetimer);
1860 };
1861
1862 vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
1863 {
1864         // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
1865         return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
1866 };
1867
1868 float bot_aim(float shotspeed, float shotspeedupward, float maxshottime, float applygravity)
1869 {
1870         local float f, r;
1871         local vector v;
1872         /*
1873         eprint(self);
1874         dprint("bot_aim(", ftos(shotspeed));
1875         dprint(", ", ftos(shotspeedupward));
1876         dprint(", ", ftos(maxshottime));
1877         dprint(", ", ftos(applygravity));
1878         dprint(");\n");
1879         */
1880         if (!shotspeed)
1881         {
1882                 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " shotspeed is zero!\n");
1883                 shotspeed = 1000000;
1884         }
1885         if (!maxshottime)
1886         {
1887                 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " maxshottime is zero!\n");
1888                 maxshottime = 1;
1889         }
1890         makevectors(self.v_angle);
1891         shotorg = self.origin + self.view_ofs;
1892         shotdir = v_forward;
1893         v = bot_shotlead(self.bot_aimtargorigin, self.bot_aimtargvelocity, shotspeed, self.bot_aimlatency);
1894         local float distanceratio;
1895         distanceratio =sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/cvar("bot_ai_aimskill_firetolerance_distdegrees");
1896         distanceratio = bound(0,distanceratio,1);
1897         r =  (cvar("bot_ai_aimskill_firetolerance_maxdegrees")-cvar("bot_ai_aimskill_firetolerance_mindegrees"))
1898                 * (1-distanceratio) + cvar("bot_ai_aimskill_firetolerance_mindegrees");
1899         if (applygravity && self.bot_aimtarg)
1900         {
1901                 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', self.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, self))
1902                         return FALSE;
1903                 f = bot_aimdir(findtrajectory_velocity - shotspeedupward * '0 0 1', r);
1904         }
1905         else
1906         {
1907                 f = bot_aimdir(v - shotorg, r);
1908                 //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");
1909                 traceline(shotorg, shotorg + shotdir * 10000, FALSE, self);
1910                 if (trace_ent.takedamage)
1911                 if (trace_fraction < 1)
1912                 if (!bot_shouldattack(trace_ent))
1913                         return FALSE;
1914                 traceline(shotorg, self.bot_aimtargorigin, FALSE, self);
1915                 if (trace_fraction < 1)
1916                 if (trace_ent != self.enemy)
1917                 if (!bot_shouldattack(trace_ent))
1918                         return FALSE;
1919         }
1920         if (r > maxshottime * shotspeed)
1921                 return FALSE;
1922         return f;
1923 };
1924
1925 // TODO: move this painintensity code to the player damage code
1926 void bot_think()
1927 {
1928         if (self.bot_nextthink > time)
1929                 return;
1930         self.bot_nextthink = self.bot_nextthink + cvar("bot_ai_thinkinterval");
1931         //if (self.bot_painintensity > 0)
1932         //      self.bot_painintensity = self.bot_painintensity - (skill + 1) * 40 * frametime;
1933
1934         //self.bot_painintensity = self.bot_painintensity + self.bot_oldhealth - self.health;
1935         //self.bot_painintensity = bound(0, self.bot_painintensity, 100);
1936
1937         if(time < game_starttime || ((cvar("g_campaign") && !campaign_bots_may_start)))
1938         {
1939                 self.nextthink = time + 0.5;
1940                 return;
1941         }
1942
1943         if (self.fixangle)
1944         {
1945                 self.v_angle = self.angles;
1946                 self.v_angle_z = 0;
1947                 self.fixangle = FALSE;
1948         }
1949
1950         self.dmg_take = 0;
1951         self.dmg_save = 0;
1952         self.dmg_inflictor = world;
1953
1954         // calculate an aiming latency based on the skill setting
1955         // (simulated network latency + naturally delayed reflexes)
1956         //self.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
1957         // minimum ping 20+10 random
1958         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
1959         // skill 10 = ping 0.2 (adrenaline)
1960         // skill 0 = ping 0.7 (slightly drunk)
1961
1962         // clear buttons
1963         self.BUTTON_ATCK = 0;
1964         self.button1 = 0;
1965         self.BUTTON_JUMP = 0;
1966         self.BUTTON_ATCK2 = 0;
1967         self.BUTTON_ZOOM = 0;
1968         self.BUTTON_CROUCH = 0;
1969         self.BUTTON_HOOK = 0;
1970         self.BUTTON_INFO = 0;
1971         self.button8 = 0;
1972         self.BUTTON_CHAT = 0;
1973         self.BUTTON_USE = 0;
1974
1975         // if dead, just wait until we can respawn
1976         if (self.deadflag)
1977         {
1978                 if (self.deadflag == DEAD_DEAD)
1979                 {
1980                         self.BUTTON_JUMP = 1; // press jump to respawn
1981                         self.bot_strategytime = 0;
1982                         return;
1983                 }
1984         }
1985         
1986         // now call the current bot AI (havocbot for example)
1987         self.bot_ai();
1988 };
1989
1990 entity bot_strategytoken;
1991 float bot_strategytoken_taken;
1992 entity player_list;
1993 .entity nextplayer;
1994 void bot_relinkplayerlist()
1995 {
1996         local entity e;
1997         local entity prevbot;
1998         player_count = 0;
1999         currentbots = 0;
2000         player_list = e = findchainflags(flags, FL_CLIENT);
2001         bot_list = world;
2002         prevbot = world;
2003         while (e)
2004         {
2005                 player_count = player_count + 1;
2006                 e.nextplayer = e.chain;
2007                 if (clienttype(e) == CLIENTTYPE_BOT)
2008                 {
2009                         if (prevbot)
2010                                 prevbot.nextbot = e;
2011                         else
2012                                 bot_list = e;
2013                         prevbot = e;
2014                         currentbots = currentbots + 1;
2015                 }
2016                 e = e.chain;
2017         }
2018         dprint(strcat("relink: ", ftos(currentbots), " bots seen.\n"));
2019         bot_strategytoken = bot_list;
2020         bot_strategytoken_taken = TRUE;
2021 };
2022
2023 void() havocbot_setupbot;
2024 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam);
2025
2026 void bot_clientdisconnect()
2027 {
2028         if (clienttype(self) != CLIENTTYPE_BOT)
2029                 return;
2030         if(self.netname_freeme)
2031                 strunzone(self.netname_freeme);
2032         self.netname_freeme = string_null;
2033 }
2034
2035 void bot_clientconnect()
2036 {
2037         if (clienttype(self) != CLIENTTYPE_BOT)
2038                 return;
2039         self.bot_preferredcolors = self.clientcolors;
2040         self.bot_nextthink = time - random();
2041         self.lag_func = bot_lagfunc;
2042         self.isbot = TRUE;
2043         self.createdtime = self.nextthink;
2044         JoinBestTeam(self, FALSE, TRUE);
2045         havocbot_setupbot();
2046         self.bot_mouseskill=random()-0.5;
2047         self.bot_thinkskill=random()-0.5;
2048         self.bot_predictionskill=random()-0.5;
2049         self.bot_offsetskill=random()-0.5;
2050 };
2051
2052 entity bot_spawn()
2053 {
2054         local entity oldself, bot;
2055         bot = spawnclient();
2056         if (bot)
2057         {
2058                 currentbots = currentbots + 1;
2059                 oldself = self;
2060                 self = bot;
2061                 bot_setnameandstuff();
2062                 ClientConnect();
2063                 PutClientInServer();
2064                 self = oldself;
2065         }
2066         return bot;
2067 };
2068
2069 void CheckAllowedTeams(entity for_whom); void GetTeamCounts(entity other); float c1, c2, c3, c4;
2070 void bot_removefromlargestteam()
2071 {
2072         local float besttime, bestcount, thiscount;
2073         local entity best, head;
2074         CheckAllowedTeams(world);
2075         GetTeamCounts(world);
2076         head = findchainfloat(isbot, TRUE);
2077         if (!head)
2078                 return;
2079         best = head;
2080         besttime = head.createdtime;
2081         bestcount = 0;
2082         while (head)
2083         {
2084                 if(head.team == COLOR_TEAM1)
2085                         thiscount = c1;
2086                 else if(head.team == COLOR_TEAM2)
2087                         thiscount = c2;
2088                 else if(head.team == COLOR_TEAM3)
2089                         thiscount = c3;
2090                 else if(head.team == COLOR_TEAM4)
2091                         thiscount = c4;
2092                 else
2093                         thiscount = 0;
2094                 if (thiscount > bestcount)
2095                 {
2096                         bestcount = thiscount;
2097                         besttime = head.createdtime;
2098                         best = head;
2099                 }
2100                 else if (thiscount == bestcount && besttime < head.createdtime)
2101                 {
2102                         besttime = head.createdtime;
2103                         best = head;
2104                 }
2105                 head = head.chain;
2106         }
2107         currentbots = currentbots - 1;
2108         dropclient(best);
2109 };
2110
2111 void bot_removenewest()
2112 {
2113         local float besttime;
2114         local entity best, head;
2115
2116         if(teams_matter)
2117         {
2118                 bot_removefromlargestteam();
2119                 return;
2120         }
2121
2122         head = findchainfloat(isbot, TRUE);
2123         if (!head)
2124                 return;
2125         best = head;
2126         besttime = head.createdtime;
2127         while (head)
2128         {
2129                 if (besttime < head.createdtime)
2130                 {
2131                         besttime = head.createdtime;
2132                         best = head;
2133                 }
2134                 head = head.chain;
2135         }
2136         currentbots = currentbots - 1;
2137         dropclient(best);
2138 };
2139
2140 float botframe_waypointeditorlightningtime;
2141 void botframe_showwaypointlinks()
2142 {
2143         local entity player, head, w;
2144         if (time < botframe_waypointeditorlightningtime)
2145                 return;
2146         botframe_waypointeditorlightningtime = time + 0.5;
2147         player = find(world, classname, "player");
2148         while (player)
2149         {
2150                 if (!player.isbot)
2151                 if (player.flags & FL_ONGROUND)
2152                 {
2153                         //navigation_testtracewalk = TRUE;
2154                         head = navigation_findnearestwaypoint(player, FALSE);
2155                         //navigation_testtracewalk = FALSE;
2156                         if (head)
2157                         {
2158                                 w = head     ;if (w) te_lightning2(world, w.origin, player.origin);
2159                                 w = head.wp00;if (w) te_lightning2(world, w.origin, head.origin);
2160                                 w = head.wp01;if (w) te_lightning2(world, w.origin, head.origin);
2161                                 w = head.wp02;if (w) te_lightning2(world, w.origin, head.origin);
2162                                 w = head.wp03;if (w) te_lightning2(world, w.origin, head.origin);
2163                                 w = head.wp04;if (w) te_lightning2(world, w.origin, head.origin);
2164                                 w = head.wp05;if (w) te_lightning2(world, w.origin, head.origin);
2165                                 w = head.wp06;if (w) te_lightning2(world, w.origin, head.origin);
2166                                 w = head.wp07;if (w) te_lightning2(world, w.origin, head.origin);
2167                                 w = head.wp08;if (w) te_lightning2(world, w.origin, head.origin);
2168                                 w = head.wp09;if (w) te_lightning2(world, w.origin, head.origin);
2169                                 w = head.wp10;if (w) te_lightning2(world, w.origin, head.origin);
2170                                 w = head.wp11;if (w) te_lightning2(world, w.origin, head.origin);
2171                                 w = head.wp12;if (w) te_lightning2(world, w.origin, head.origin);
2172                                 w = head.wp13;if (w) te_lightning2(world, w.origin, head.origin);
2173                                 w = head.wp14;if (w) te_lightning2(world, w.origin, head.origin);
2174                                 w = head.wp15;if (w) te_lightning2(world, w.origin, head.origin);
2175                                 w = head.wp16;if (w) te_lightning2(world, w.origin, head.origin);
2176                                 w = head.wp17;if (w) te_lightning2(world, w.origin, head.origin);
2177                                 w = head.wp18;if (w) te_lightning2(world, w.origin, head.origin);
2178                                 w = head.wp19;if (w) te_lightning2(world, w.origin, head.origin);
2179                                 w = head.wp20;if (w) te_lightning2(world, w.origin, head.origin);
2180                                 w = head.wp21;if (w) te_lightning2(world, w.origin, head.origin);
2181                                 w = head.wp22;if (w) te_lightning2(world, w.origin, head.origin);
2182                                 w = head.wp23;if (w) te_lightning2(world, w.origin, head.origin);
2183                                 w = head.wp24;if (w) te_lightning2(world, w.origin, head.origin);
2184                                 w = head.wp25;if (w) te_lightning2(world, w.origin, head.origin);
2185                                 w = head.wp26;if (w) te_lightning2(world, w.origin, head.origin);
2186                                 w = head.wp27;if (w) te_lightning2(world, w.origin, head.origin);
2187                                 w = head.wp28;if (w) te_lightning2(world, w.origin, head.origin);
2188                                 w = head.wp29;if (w) te_lightning2(world, w.origin, head.origin);
2189                                 w = head.wp30;if (w) te_lightning2(world, w.origin, head.origin);
2190                                 w = head.wp31;if (w) te_lightning2(world, w.origin, head.origin);
2191                         }
2192                 }
2193                 player = find(player, classname, "player");
2194         }
2195 };
2196
2197 entity botframe_dangerwaypoint;
2198 void botframe_updatedangerousobjects(float maxupdate)
2199 {
2200         local entity head, bot_dodgelist;
2201         local vector m1, m2, v;
2202         local float c, d, danger;
2203         c = 0;
2204         bot_dodgelist = findchainfloat(bot_dodge, TRUE);
2205         botframe_dangerwaypoint = find(botframe_dangerwaypoint, classname, "waypoint");
2206         while (botframe_dangerwaypoint != world)
2207         {
2208                 danger = 0;
2209                 m1 = botframe_dangerwaypoint.mins;
2210                 m2 = botframe_dangerwaypoint.maxs;
2211                 head = bot_dodgelist;
2212                 while (head)
2213                 {
2214                         v = head.origin;
2215                         v_x = bound(m1_x, v_x, m2_x);
2216                         v_y = bound(m1_y, v_y, m2_y);
2217                         v_z = bound(m1_z, v_z, m2_z);
2218                         d = head.bot_dodgerating - vlen(head.origin - v);
2219                         if (d > 0)
2220                         {
2221                                 traceline(head.origin, v, TRUE, world);
2222                                 if (trace_fraction == 1)
2223                                         danger = danger + d;
2224                         }
2225                         head = head.chain;
2226                 }
2227                 botframe_dangerwaypoint.dmg = danger;
2228                 c = c + 1;
2229                 if (c >= maxupdate)
2230                         break;
2231                 botframe_dangerwaypoint = find(botframe_dangerwaypoint, classname, "waypoint");
2232         }
2233 };
2234
2235
2236 float botframe_spawnedwaypoints;
2237 float botframe_nextthink;
2238 float botframe_nextdangertime;
2239
2240 float autoskill_nextthink;
2241 .float totalfrags_lastcheck;
2242 void autoskill(float factor)
2243 {
2244         float bestbot;
2245         float bestplayer;
2246         entity head;
2247
2248         bestbot = -1;
2249         bestplayer = -1;
2250         FOR_EACH_PLAYER(head)
2251         {
2252                 if(clienttype(head) == CLIENTTYPE_REAL)
2253                         bestplayer = max(bestplayer, head.totalfrags - head.totalfrags_lastcheck);
2254                 else
2255                         bestbot = max(bestbot, head.totalfrags - head.totalfrags_lastcheck);
2256         }
2257
2258         dprint("autoskill: best player got ", ftos(bestplayer), ", ");
2259         dprint("best bot got ", ftos(bestbot), "; ");
2260         if(bestbot < 0 || bestplayer < 0)
2261         {
2262                 dprint("not doing anything\n");
2263                 // don't return, let it reset all counters below
2264         }
2265         else if(bestbot <= bestplayer * factor - 2)
2266         {
2267                 if(cvar("skill") < 17)
2268                 {
2269                         dprint("2 frags difference, increasing skill\n");
2270                         cvar_set("skill", ftos(cvar("skill") + 1));
2271                         bprint("^2SKILL UP!^7 Now at level ", ftos(cvar("skill")), "\n");
2272                 }
2273         }
2274         else if(bestbot >= bestplayer * factor + 2)
2275         {
2276                 if(cvar("skill") > 0)
2277                 {
2278                         dprint("2 frags difference, decreasing skill\n");
2279                         cvar_set("skill", ftos(cvar("skill") - 1));
2280                         bprint("^1SKILL DOWN!^7 Now at level ", ftos(cvar("skill")), "\n");
2281                 }
2282         }
2283         else
2284         {
2285                 dprint("not doing anything\n");
2286                 return;
2287                 // don't reset counters, wait for them to accumulate
2288         }
2289
2290         FOR_EACH_PLAYER(head)
2291                 head.totalfrags_lastcheck = head.totalfrags;
2292 }
2293
2294 float bot_cvar_nextthink;
2295 void bot_serverframe()
2296 {
2297         float realplayers, bots, activerealplayers;
2298         entity head;
2299
2300         if (intermission_running)
2301                 return;
2302
2303         if (time < 2)
2304                 return;
2305
2306         if(time > autoskill_nextthink)
2307         {
2308                 float a;
2309                 a = cvar("skill_auto");
2310                 if(!cvar("g_campaign"))
2311                         if(a)
2312                                 autoskill(a);
2313                 autoskill_nextthink = time + 5;
2314         }
2315
2316         activerealplayers = 0;
2317         realplayers = 0;
2318
2319         FOR_EACH_REALCLIENT(head)
2320         {
2321                 if(head.classname == "player" || g_lms || g_arena)
2322                         ++activerealplayers;
2323                 ++realplayers;
2324         }
2325
2326         // add/remove bots if needed to make sure there are at least
2327         // minplayers+bot_number, or remove all bots if no one is playing
2328         // But don't remove bots immediately on level change, as the real players
2329         // usually haven't rejoined yet
2330         bots_would_leave = FALSE;
2331         if (realplayers || cvar("bot_join_empty") || (currentbots > 0 && time < 5))
2332         {
2333                 float realminplayers, minplayers;
2334                 realminplayers = cvar("minplayers");
2335                 minplayers = max(0, floor(realminplayers));
2336
2337                 float realminbots, minbots;
2338                 if(cvar("bot_vs_human"))
2339                         realminbots = ceil(fabs(cvar("bot_vs_human")) * activerealplayers);
2340                 else
2341                         realminbots = cvar("bot_number");
2342                 minbots = max(0, floor(realminbots));
2343
2344                 bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
2345                 if(bots > minbots)
2346                         bots_would_leave = TRUE;
2347         }
2348         else
2349         {
2350                 // if there are no players, remove bots
2351                 bots = 0;
2352         }
2353
2354         bot_ignore_bots = cvar("bot_ignore_bots");
2355
2356         // only add one bot per frame to avoid utter chaos
2357         if(time > botframe_nextthink)
2358         {
2359                 //dprint(ftos(bots), " ? ", ftos(currentbots), "\n");
2360                 while (currentbots < bots)
2361                 {
2362                         if (bot_spawn() == world)
2363                         {
2364                                 bprint("Can not add bot, server full.\n");
2365                                 botframe_nextthink = time + 10;
2366                                 break;
2367                         }
2368                 }
2369                 while (currentbots > bots)
2370                         bot_removenewest();
2371         }
2372
2373         if(botframe_spawnedwaypoints)
2374         {
2375                 if(cvar("waypoint_benchmark"))
2376                         localcmd("quit\n");
2377         }
2378
2379         if (currentbots > 0 || cvar("g_waypointeditor"))
2380         if (!botframe_spawnedwaypoints)
2381         {
2382                 botframe_spawnedwaypoints = TRUE;
2383                 waypoint_loadall();
2384                 waypoint_schedulerelinkall();
2385         }
2386
2387         if (bot_list)
2388         {
2389                 // cycle the goal token from one bot to the next each frame
2390                 // (this prevents them from all doing spawnfunc_waypoint searches on the same
2391                 //  frame, which causes choppy framerates)
2392                 if (bot_strategytoken_taken)
2393                 {
2394                         bot_strategytoken_taken = FALSE;
2395                         if (bot_strategytoken)
2396                                 bot_strategytoken = bot_strategytoken.nextbot;
2397                         if (!bot_strategytoken)
2398                                 bot_strategytoken = bot_list;
2399                 }
2400
2401                 if (botframe_nextdangertime < time)
2402                 {
2403                         local float interval;
2404                         interval = cvar("bot_ai_dangerdetectioninterval");
2405                         if (botframe_nextdangertime < time - interval * 1.5)
2406                                 botframe_nextdangertime = time;
2407                         botframe_nextdangertime = botframe_nextdangertime + interval;
2408                         botframe_updatedangerousobjects(cvar("bot_ai_dangerdetectionupdates"));
2409                 }
2410         }
2411
2412         if (cvar("g_waypointeditor"))
2413                 botframe_showwaypointlinks();
2414
2415         if(time > bot_cvar_nextthink)
2416         {
2417                 if(currentbots>1)
2418                         bot_custom_weapon_priority_setup();
2419                 bot_cvar_nextthink = time + 5;
2420         }
2421 };