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fix for my bot preferred colors patch (.clientcolors assignment happened
[divverent/nexuiz.git] / data / qcsrc / server / bots.qc
1 // rough simulation of walking from one point to another to test if a path
2 // can be traveled, used by havocbot
3
4
5 vector stepheightvec;
6 float navigation_testtracewalk;
7 float(entity e, vector start, vector m1, vector m2, vector end) tracewalk =
8 {
9         local vector org;
10         local vector move;
11         local vector dir;
12         local float dist;
13         local float totaldist;
14         local float stepdist;
15         local float yaw;
16         local float ignorehazards;
17         if (navigation_testtracewalk)
18         {
19                 if (navigation_testtracewalk > 1)
20                         dprint("tracewalk: ");
21                 //te_wizspike(start);
22                 //te_knightspike(end);
23                 //te_lightning2(world, start, end);
24         }
25         move = end - start;
26         move_z = 0;
27         org = start;
28         dist = totaldist = vlen(move);
29         dir = normalize(move);
30         stepdist = 32;
31         ignorehazards = FALSE;
32         //self.angles = vectoangles(dir);
33         traceline(start, start, FALSE, e);
34         if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
35                 ignorehazards = TRUE;
36         tracebox(start, m1, m2, start, TRUE, e);
37         if (trace_startsolid)
38         {
39                 // failed - bad start
40                 if (navigation_testtracewalk)
41                 {
42                         if (navigation_testtracewalk > 1)
43                                 dprint("bad-start\n");
44                         te_knightspike(start);
45                 }
46                 return 0;
47         }
48         yaw = vectoyaw(move);
49         move = end - org;
50         while (1)
51         {
52                 if (boxesoverlap(end, end, org + m1 + '-1 -1 -1', org + m2 + '1 1 1'))
53                 {
54                         if (navigation_testtracewalk)
55                         {
56                                 if (navigation_testtracewalk > 1)
57                                         dprint("success\n");
58                                 te_wizspike(org);
59                         }
60                         // succeeded
61                         return 1;
62                 }
63                 if (dist <= 0)
64                         break;
65                 if (navigation_testtracewalk)
66                 {
67                         //dprint("trying ");
68                         //te_gunshot(org);
69                         particle(org, '0 0 0', 104, 8);
70                 }
71                 if (stepdist > dist)
72                         stepdist = dist;
73                 dist = dist - stepdist;
74                 traceline(org, org, FALSE, e);
75                 if (!ignorehazards)
76                 {
77                         if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
78                         {
79                                 if (navigation_testtracewalk)
80                                 {
81                                         if (navigation_testtracewalk > 1)
82                                                 dprint("hazard\n");
83                                         te_gunshot(org);
84                                 }
85                                 // hazards blocking path
86                                 return 0;
87                         }
88                 }
89                 if (trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
90                 {
91                         move = normalize(end - org);
92                         tracebox(org, m1, m2, org + move * stepdist, MOVE_WORLDONLY, e);
93                         if (trace_fraction < 1)
94                         {
95                                 if (navigation_testtracewalk)
96                                 {
97                                         if (navigation_testtracewalk > 1)
98                                                 dprint("swimming-hit-something\n");
99                                         //particle(org, move * 64, 104, 4);
100                                         te_gunshot(org);
101                                 }
102                                 // failed
103                                 return 0;
104                         }
105                         org = trace_endpos;
106                 }
107                 else
108                 {
109                         move = dir * stepdist + org;
110                         tracebox(org, m1, m2, move, MOVE_WORLDONLY, e);
111                         if (trace_fraction < 1)
112                         {
113                                 tracebox(org + stepheightvec, m1, m2, move + stepheightvec, MOVE_WORLDONLY, e);
114                                 if (trace_fraction < 1 || trace_startsolid)
115                                 {
116                                         if (navigation_testtracewalk)
117                                         {
118                                                 if (navigation_testtracewalk > 1)
119                                                         dprint("hit-something\n");
120                                                 //move = normalize(end - org);
121                                                 //particle(org, move * 64, 104, 4);
122                                                 te_gunshot(org);
123                                         }
124                                         // failed
125                                         return 0;
126                                 }
127                         }
128                         move = trace_endpos;
129                         tracebox(move, m1, m2, move + '0 0 -65536', FALSE, e);
130                         /*
131                         // trace down from stepheight as far as possible and move there,
132                         // if this starts in solid we try again without the stepup, and
133                         // if that also fails we assume it is a wall
134                         // (this is the same logic as the Quake walkmove function used)
135                         tracebox(move + '0 0 18', m1, m2, move + '0 0 -65536', FALSE, e);
136                         if (trace_startsolid)
137                         {
138                                 tracebox(move, m1, m2, move + '0 0 -65536', FALSE, e);
139                                 if (trace_startsolid)
140                                 {
141                                         if (navigation_testtracewalk)
142                                         {
143                                                 if (navigation_testtracewalk > 1)
144                                                         dprint("hit-something\n");
145                                                 //move = normalize(end - org);
146                                                 //particle(org, move * 64, 104, 4);
147                                                 te_knightspike(org);
148                                         }
149                                         // failed
150                                         return 0;
151                                 }
152                         }
153                         */
154                         // moved successfully
155                         if (navigation_testtracewalk > 1)
156                                 dprint("moved ");
157                         org = trace_endpos;
158                 }
159         }
160         if (navigation_testtracewalk)
161         {
162                 if (navigation_testtracewalk > 1)
163                         dprint("wrong-place\n");
164                 te_knightspike(org);
165                 //te_gunshot(end);
166         }
167         // moved but didn't arrive at the intended destination
168         return 0;
169 };
170
171
172 // grenade tracing to decide the best pitch to fire at
173
174 entity tracetossent;
175 entity tracetossfaketarget;
176
177 // traces multiple trajectories to find one that will impact the target
178 // 'end' vector is the place it aims for,
179 // returns TRUE only if it hit targ (don't target non-solid entities)
180 vector findtrajectory_velocity;
181 float(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore) findtrajectorywithleading =
182 {
183         local float c, savesolid, shottime;
184         local vector dir, end, v;
185         if (shotspeed < 1)
186                 return FALSE; // could cause division by zero if calculated
187         if (targ.solid < SOLID_BBOX) // SOLID_NOT and SOLID_TRIGGER
188                 return FALSE; // could never hit it
189         if (!tracetossent)
190                 tracetossent = spawn();
191         tracetossent.owner = ignore;
192         setsize(tracetossent, m1, m2);
193         savesolid = targ.solid;
194         targ.solid = SOLID_NOT;
195         shottime = ((vlen(targ.origin - org) / shotspeed) + shotdelay);
196         v = targ.velocity * shottime + targ.origin;
197         tracebox(targ.origin, targ.mins, targ.maxs, v, FALSE, targ);
198         v = trace_endpos;
199         end = v + (targ.mins + targ.maxs) * 0.5;
200         if ((vlen(end - org) / shotspeed + 0.2) > maxtime)
201         {
202                 // out of range
203                 targ.solid = savesolid;
204                 return FALSE;
205         }
206
207         if (!tracetossfaketarget)
208                 tracetossfaketarget = spawn();
209         tracetossfaketarget.solid = savesolid;
210         tracetossfaketarget.movetype = targ.movetype;
211         setmodel(tracetossfaketarget, targ.model); // no low precision
212         tracetossfaketarget.model = targ.model;
213         tracetossfaketarget.modelindex = targ.modelindex;
214         setsize(tracetossfaketarget, targ.mins, targ.maxs);
215         setorigin(tracetossfaketarget, v);
216
217         c = 0;
218         dir = normalize(end - org);
219         while (c < 10) // 10 traces
220         {
221                 setorigin(tracetossent, org); // reset
222                 tracetossent.velocity = findtrajectory_velocity = normalize(dir) * shotspeed + shotspeedupward * '0 0 1';
223                 tracetoss(tracetossent, ignore); // love builtin functions...
224                 if (trace_ent == tracetossfaketarget) // done
225                 {
226                         targ.solid = savesolid;
227
228                         // make it disappear
229                         tracetossfaketarget.solid = SOLID_NOT;
230                         tracetossfaketarget.movetype = MOVETYPE_NONE;
231                         tracetossfaketarget.model = "";
232                         tracetossfaketarget.modelindex = 0;
233                         // relink to remove it from physics considerations
234                         setorigin(tracetossfaketarget, v);
235
236                         return TRUE;
237                 }
238                 dir_z = dir_z + 0.1; // aim up a little more
239                 c = c + 1;
240         }
241         targ.solid = savesolid;
242
243         // make it disappear
244         tracetossfaketarget.solid = SOLID_NOT;
245         tracetossfaketarget.movetype = MOVETYPE_NONE;
246         tracetossfaketarget.model = "";
247         tracetossfaketarget.modelindex = 0;
248         // relink to remove it from physics considerations
249         setorigin(tracetossfaketarget, v);
250
251         // leave a valid one even if it won't reach
252         findtrajectory_velocity = normalize(end - org) * shotspeed + shotspeedupward * '0 0 1';
253         return FALSE;
254 };
255
256
257
258 // lag simulation
259
260 .void(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) lag_func;
261
262 // upto 5 queued messages
263 .float lag1_time;
264 .float lag1_float1;
265 .float lag1_float2;
266 .entity lag1_entity1;
267 .vector lag1_vec1;
268 .vector lag1_vec2;
269 .vector lag1_vec3;
270 .vector lag1_vec4;
271
272 .float lag2_time;
273 .float lag2_float1;
274 .float lag2_float2;
275 .entity lag2_entity1;
276 .vector lag2_vec1;
277 .vector lag2_vec2;
278 .vector lag2_vec3;
279 .vector lag2_vec4;
280
281 .float lag3_time;
282 .float lag3_float1;
283 .float lag3_float2;
284 .entity lag3_entity1;
285 .vector lag3_vec1;
286 .vector lag3_vec2;
287 .vector lag3_vec3;
288 .vector lag3_vec4;
289
290 .float lag4_time;
291 .float lag4_float1;
292 .float lag4_float2;
293 .entity lag4_entity1;
294 .vector lag4_vec1;
295 .vector lag4_vec2;
296 .vector lag4_vec3;
297 .vector lag4_vec4;
298
299 .float lag5_time;
300 .float lag5_float1;
301 .float lag5_float2;
302 .entity lag5_entity1;
303 .vector lag5_vec1;
304 .vector lag5_vec2;
305 .vector lag5_vec3;
306 .vector lag5_vec4;
307
308 void() lag_update =
309 {
310         if (self.lag1_time) if (time > self.lag1_time) {self.lag_func(self.lag1_time, self.lag1_float1, self.lag1_float2, self.lag1_entity1, self.lag1_vec1, self.lag1_vec2, self.lag1_vec3, self.lag1_vec4);self.lag1_time = 0;}
311         if (self.lag2_time) if (time > self.lag2_time) {self.lag_func(self.lag2_time, self.lag2_float1, self.lag2_float2, self.lag2_entity1, self.lag2_vec1, self.lag2_vec2, self.lag2_vec3, self.lag2_vec4);self.lag2_time = 0;}
312         if (self.lag3_time) if (time > self.lag3_time) {self.lag_func(self.lag3_time, self.lag3_float1, self.lag3_float2, self.lag3_entity1, self.lag3_vec1, self.lag3_vec2, self.lag3_vec3, self.lag3_vec4);self.lag3_time = 0;}
313         if (self.lag4_time) if (time > self.lag4_time) {self.lag_func(self.lag4_time, self.lag4_float1, self.lag4_float2, self.lag4_entity1, self.lag4_vec1, self.lag4_vec2, self.lag4_vec3, self.lag4_vec4);self.lag4_time = 0;}
314         if (self.lag5_time) if (time > self.lag5_time) {self.lag_func(self.lag5_time, self.lag5_float1, self.lag5_float2, self.lag5_entity1, self.lag5_vec1, self.lag5_vec2, self.lag5_vec3, self.lag5_vec4);self.lag5_time = 0;}
315 };
316
317 float(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) lag_additem =
318 {
319         if (self.lag1_time == 0) {self.lag1_time = t;self.lag1_float1 = f1;self.lag1_float2 = f2;self.lag1_entity1 = e1;self.lag1_vec1 = v1;self.lag1_vec2 = v2;self.lag1_vec3 = v3;self.lag1_vec4 = v4;return TRUE;}
320         if (self.lag2_time == 0) {self.lag2_time = t;self.lag2_float1 = f1;self.lag2_float2 = f2;self.lag2_entity1 = e1;self.lag2_vec1 = v1;self.lag2_vec2 = v2;self.lag2_vec3 = v3;self.lag2_vec4 = v4;return TRUE;}
321         if (self.lag3_time == 0) {self.lag3_time = t;self.lag3_float1 = f1;self.lag3_float2 = f2;self.lag3_entity1 = e1;self.lag3_vec1 = v1;self.lag3_vec2 = v2;self.lag3_vec3 = v3;self.lag3_vec4 = v4;return TRUE;}
322         if (self.lag4_time == 0) {self.lag4_time = t;self.lag4_float1 = f1;self.lag4_float2 = f2;self.lag4_entity1 = e1;self.lag4_vec1 = v1;self.lag4_vec2 = v2;self.lag4_vec3 = v3;self.lag4_vec4 = v4;return TRUE;}
323         if (self.lag5_time == 0) {self.lag5_time = t;self.lag5_float1 = f1;self.lag5_float2 = f2;self.lag5_entity1 = e1;self.lag5_vec1 = v1;self.lag5_vec2 = v2;self.lag5_vec3 = v3;self.lag5_vec4 = v4;return TRUE;}
324         // no room for it (what is the best thing to do here??)
325         return FALSE;
326 };
327
328
329 // Random skill system
330 .float bot_thinkskill;
331 .float bot_mouseskill;
332 .float bot_predictionskill;
333 .float bot_offsetskill;
334
335
336 // waypoint navigation system
337
338 // itemscore = (howmuchmoreIwant / howmuchIcanwant) / itemdistance
339 // waypointscore = 0.7 / waypointdistance
340
341 .entity wp00, wp01, wp02, wp03, wp04, wp05, wp06, wp07;
342 .entity wp08, wp09, wp10, wp11, wp12, wp13, wp14, wp15;
343 .entity wp16, wp17, wp18, wp19, wp20, wp21, wp22, wp23, wp24, wp25, wp26, wp27, wp28, wp29, wp30, wp31;
344 .float wp00mincost, wp01mincost, wp02mincost, wp03mincost, wp04mincost, wp05mincost, wp06mincost, wp07mincost;
345 .float wp08mincost, wp09mincost, wp10mincost, wp11mincost, wp12mincost, wp13mincost, wp14mincost, wp15mincost;
346 .float wp16mincost, wp17mincost, wp18mincost, wp19mincost, wp20mincost, wp21mincost, wp22mincost, wp23mincost, wp24mincost, wp25mincost, wp26mincost, wp27mincost, wp28mincost, wp29mincost, wp30mincost, wp31mincost;
347 .float wpfire, wpcost;
348 .float wpisbox;
349 .float wpflags;
350 .vector wpnearestpoint;
351
352 // stack of current goals (the last one of which may be an item or other
353 // desirable object, the rest are typically waypoints to reach it)
354 .entity goalcurrent, goalstack01, goalstack02, goalstack03;
355 .entity goalstack04, goalstack05, goalstack06, goalstack07;
356 .entity goalstack08, goalstack09, goalstack10, goalstack11;
357 .entity goalstack12, goalstack13, goalstack14, goalstack15;
358 .entity goalstack16, goalstack17, goalstack18, goalstack19;
359 .entity goalstack20, goalstack21, goalstack22, goalstack23;
360 .entity goalstack24, goalstack25, goalstack26, goalstack27;
361 .entity goalstack28, goalstack29, goalstack30, goalstack31;
362
363 .entity nearestwaypoint;
364 .float nearestwaypointtimeout;
365
366 // used during navigation_goalrating_begin/end sessions
367 float navigation_bestrating;
368 entity navigation_bestgoal;
369
370
371
372
373
374 /////////////////////////////////////////////////////////////////////////////
375 // waypoint management
376 /////////////////////////////////////////////////////////////////////////////
377
378 // waypoints with this flag are not saved, they are automatically generated
379 // waypoints like jump pads, teleporters, and items
380 float WAYPOINTFLAG_GENERATED = 8388608;
381 float WAYPOINTFLAG_ITEM = 4194304;
382 float WAYPOINTFLAG_TELEPORT = 2097152;
383 float WAYPOINTFLAG_NORELINK = 1048576;
384
385 // add a new link to the waypoint, replacing the furthest link it already has
386 void(entity from, entity to) waypoint_addlink =
387 {
388         local float c;
389
390         if (from == to)
391                 return;
392         if (from.wpflags & WAYPOINTFLAG_NORELINK)
393                 return;
394
395         if (from.wp00 == to) return;if (from.wp01 == to) return;if (from.wp02 == to) return;if (from.wp03 == to) return;
396         if (from.wp04 == to) return;if (from.wp05 == to) return;if (from.wp06 == to) return;if (from.wp07 == to) return;
397         if (from.wp08 == to) return;if (from.wp09 == to) return;if (from.wp10 == to) return;if (from.wp11 == to) return;
398         if (from.wp12 == to) return;if (from.wp13 == to) return;if (from.wp14 == to) return;if (from.wp15 == to) return;
399         if (from.wp16 == to) return;if (from.wp17 == to) return;if (from.wp18 == to) return;if (from.wp19 == to) return;
400         if (from.wp20 == to) return;if (from.wp21 == to) return;if (from.wp22 == to) return;if (from.wp23 == to) return;
401         if (from.wp24 == to) return;if (from.wp25 == to) return;if (from.wp26 == to) return;if (from.wp27 == to) return;
402         if (from.wp28 == to) return;if (from.wp29 == to) return;if (from.wp30 == to) return;if (from.wp31 == to) return;
403
404         if (to.wpisbox || from.wpisbox)
405         {
406                 // if either is a box we have to find the nearest points on them to
407                 // calculate the distance properly
408                 local vector v1, v2, m1, m2;
409                 v1 = from.origin;
410                 m1 = to.absmin;
411                 m2 = to.absmax;
412                 v1_x = bound(m1_x, v1_x, m2_x);
413                 v1_y = bound(m1_y, v1_y, m2_y);
414                 v1_z = bound(m1_z, v1_z, m2_z);
415                 v2 = to.origin;
416                 m1 = from.absmin;
417                 m2 = from.absmax;
418                 v2_x = bound(m1_x, v2_x, m2_x);
419                 v2_y = bound(m1_y, v2_y, m2_y);
420                 v2_z = bound(m1_z, v2_z, m2_z);
421                 v2 = to.origin;
422                 c = vlen(v2 - v1);
423         }
424         else
425                 c = vlen(to.origin - from.origin);
426
427         if (from.wp31mincost < c) return;
428         if (from.wp30mincost < c) {from.wp31 = to;from.wp31mincost = c;return;} from.wp31 = from.wp30;from.wp31mincost = from.wp30mincost;
429         if (from.wp29mincost < c) {from.wp30 = to;from.wp30mincost = c;return;} from.wp30 = from.wp29;from.wp30mincost = from.wp29mincost;
430         if (from.wp28mincost < c) {from.wp29 = to;from.wp29mincost = c;return;} from.wp29 = from.wp28;from.wp29mincost = from.wp28mincost;
431         if (from.wp27mincost < c) {from.wp28 = to;from.wp28mincost = c;return;} from.wp28 = from.wp27;from.wp28mincost = from.wp27mincost;
432         if (from.wp26mincost < c) {from.wp27 = to;from.wp27mincost = c;return;} from.wp27 = from.wp26;from.wp27mincost = from.wp26mincost;
433         if (from.wp25mincost < c) {from.wp26 = to;from.wp26mincost = c;return;} from.wp26 = from.wp25;from.wp26mincost = from.wp25mincost;
434         if (from.wp24mincost < c) {from.wp25 = to;from.wp25mincost = c;return;} from.wp25 = from.wp24;from.wp25mincost = from.wp24mincost;
435         if (from.wp23mincost < c) {from.wp24 = to;from.wp24mincost = c;return;} from.wp24 = from.wp23;from.wp24mincost = from.wp23mincost;
436         if (from.wp22mincost < c) {from.wp23 = to;from.wp23mincost = c;return;} from.wp23 = from.wp22;from.wp23mincost = from.wp22mincost;
437         if (from.wp21mincost < c) {from.wp22 = to;from.wp22mincost = c;return;} from.wp22 = from.wp21;from.wp22mincost = from.wp21mincost;
438         if (from.wp20mincost < c) {from.wp21 = to;from.wp21mincost = c;return;} from.wp21 = from.wp20;from.wp21mincost = from.wp20mincost;
439         if (from.wp19mincost < c) {from.wp20 = to;from.wp20mincost = c;return;} from.wp20 = from.wp19;from.wp20mincost = from.wp19mincost;
440         if (from.wp18mincost < c) {from.wp19 = to;from.wp19mincost = c;return;} from.wp19 = from.wp18;from.wp19mincost = from.wp18mincost;
441         if (from.wp17mincost < c) {from.wp18 = to;from.wp18mincost = c;return;} from.wp18 = from.wp17;from.wp18mincost = from.wp17mincost;
442         if (from.wp16mincost < c) {from.wp17 = to;from.wp17mincost = c;return;} from.wp17 = from.wp16;from.wp17mincost = from.wp16mincost;
443         if (from.wp15mincost < c) {from.wp16 = to;from.wp16mincost = c;return;} from.wp16 = from.wp15;from.wp16mincost = from.wp15mincost;
444         if (from.wp14mincost < c) {from.wp15 = to;from.wp15mincost = c;return;} from.wp15 = from.wp14;from.wp15mincost = from.wp14mincost;
445         if (from.wp13mincost < c) {from.wp14 = to;from.wp14mincost = c;return;} from.wp14 = from.wp13;from.wp14mincost = from.wp13mincost;
446         if (from.wp12mincost < c) {from.wp13 = to;from.wp13mincost = c;return;} from.wp13 = from.wp12;from.wp13mincost = from.wp12mincost;
447         if (from.wp11mincost < c) {from.wp12 = to;from.wp12mincost = c;return;} from.wp12 = from.wp11;from.wp12mincost = from.wp11mincost;
448         if (from.wp10mincost < c) {from.wp11 = to;from.wp11mincost = c;return;} from.wp11 = from.wp10;from.wp11mincost = from.wp10mincost;
449         if (from.wp09mincost < c) {from.wp10 = to;from.wp10mincost = c;return;} from.wp10 = from.wp09;from.wp10mincost = from.wp09mincost;
450         if (from.wp08mincost < c) {from.wp09 = to;from.wp09mincost = c;return;} from.wp09 = from.wp08;from.wp09mincost = from.wp08mincost;
451         if (from.wp07mincost < c) {from.wp08 = to;from.wp08mincost = c;return;} from.wp08 = from.wp07;from.wp08mincost = from.wp07mincost;
452         if (from.wp06mincost < c) {from.wp07 = to;from.wp07mincost = c;return;} from.wp07 = from.wp06;from.wp07mincost = from.wp06mincost;
453         if (from.wp05mincost < c) {from.wp06 = to;from.wp06mincost = c;return;} from.wp06 = from.wp05;from.wp06mincost = from.wp05mincost;
454         if (from.wp04mincost < c) {from.wp05 = to;from.wp05mincost = c;return;} from.wp05 = from.wp04;from.wp05mincost = from.wp04mincost;
455         if (from.wp03mincost < c) {from.wp04 = to;from.wp04mincost = c;return;} from.wp04 = from.wp03;from.wp04mincost = from.wp03mincost;
456         if (from.wp02mincost < c) {from.wp03 = to;from.wp03mincost = c;return;} from.wp03 = from.wp02;from.wp03mincost = from.wp02mincost;
457         if (from.wp01mincost < c) {from.wp02 = to;from.wp02mincost = c;return;} from.wp02 = from.wp01;from.wp02mincost = from.wp01mincost;
458         if (from.wp00mincost < c) {from.wp01 = to;from.wp01mincost = c;return;} from.wp01 = from.wp00;from.wp01mincost = from.wp00mincost;
459         from.wp00 = to;from.wp00mincost = c;return;
460 };
461
462 // relink this waypoint
463 // (precompile a list of all reachable waypoints from this waypoint)
464 // (SLOW!)
465 void() waypoint_think =
466 {
467         local entity e;
468         local vector sv, sm1, sm2, ev, em1, em2, dv;
469         //dprint("waypoint_think wpisbox = ", ftos(self.wpisbox), "\n");
470         sm1 = self.origin + self.mins;
471         sm2 = self.origin + self.maxs;
472         e = find(world, classname, "waypoint");
473         stepheightvec = cvar("sv_stepheight") * '0 0 1';
474         while (e)
475         {
476                 if (boxesoverlap(self.absmin, self.absmax, e.absmin, e.absmax))
477                 {
478                         waypoint_addlink(self, e);
479                         waypoint_addlink(e, self);
480                 }
481                 else
482                 {
483                         sv = e.origin;
484                         sv_x = bound(sm1_x, sv_x, sm2_x);
485                         sv_y = bound(sm1_y, sv_y, sm2_y);
486                         sv_z = bound(sm1_z, sv_z, sm2_z);
487                         ev = self.origin;
488                         em1 = e.origin + e.mins;
489                         em2 = e.origin + e.maxs;
490                         ev_x = bound(em1_x, ev_x, em2_x);
491                         ev_y = bound(em1_y, ev_y, em2_y);
492                         ev_z = bound(em1_z, ev_z, em2_z);
493                         dv = ev - sv;
494                         dv_z = 0;
495                         if (vlen(dv) < 1050) // max search distance in XY
496                         {
497                                 navigation_testtracewalk = 0;
498                                 if (!self.wpisbox)
499                                 {
500                                         tracebox(sv - PL_MIN_z * '0 0 1', PL_MIN, PL_MAX, sv, FALSE, self);
501                                         if (!trace_startsolid)
502                                         {
503                                                 //dprint("sv deviation", vtos(trace_endpos - sv), "\n");
504                                                 sv = trace_endpos + '0 0 1';
505                                         }
506                                 }
507                                 if (!e.wpisbox)
508                                 {
509                                         tracebox(ev - PL_MIN_z * '0 0 1', PL_MIN, PL_MAX, ev, FALSE, e);
510                                         if (!trace_startsolid)
511                                         {
512                                                 //dprint("ev deviation", vtos(trace_endpos - ev), "\n");
513                                                 ev = trace_endpos + '0 0 1';
514                                         }
515                                 }
516                                 //traceline(self.origin, e.origin, FALSE, world);
517                                 //if (trace_fraction == 1)
518                                 if (!self.wpisbox)
519                                 if (tracewalk(self, sv, PL_MIN, PL_MAX, ev))
520                                         waypoint_addlink(self, e);
521                                 if (!e.wpisbox)
522                                 if (tracewalk(e, ev, PL_MIN, PL_MAX, sv))
523                                         waypoint_addlink(e, self);
524                         }
525                 }
526                 e = find(e, classname, "waypoint");
527         }
528         navigation_testtracewalk = 0;
529 };
530
531 void(entity wp) waypoint_clearlinks =
532 {
533         // clear links to other waypoints
534         local float f;
535         f = 10000000;
536         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;
537         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;
538         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;
539         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;
540 };
541
542 // tell a waypoint to relink
543 void(entity wp) waypoint_schedulerelink =
544 {
545         if (wp == world)
546                 return;
547         // TODO: add some sort of visible box in edit mode for box waypoints
548         if (cvar("g_waypointeditor"))
549         {
550                 local vector m1, m2;
551                 m1 = wp.mins;
552                 m2 = wp.maxs;
553                 setmodel(wp, "models/runematch/rune.mdl"); wp.effects = EF_LOWPRECISION;
554                 setsize(wp, m1, m2);
555         }
556         else
557                 wp.model = "";
558         wp.wpisbox = vlen(wp.size) > 0;
559         wp.enemy = world;
560         wp.owner = world;
561         if (!(wp.wpflags & WAYPOINTFLAG_NORELINK))
562                 waypoint_clearlinks(wp);
563         // schedule an actual relink on next frame
564         wp.think = waypoint_think;
565         wp.nextthink = time;
566         wp.effects = EF_LOWPRECISION;
567 }
568
569 // create a new waypoint and automatically link it to other waypoints, and link
570 // them back to it as well
571 // (suitable for waypoint editor)
572 entity(vector m1, vector m2, float f) waypoint_spawn =
573 {
574         local entity w;
575         local vector org;
576         org = (m1 + m2) * 0.5;
577         m1 = m1 - org;
578         m2 = m2 - org;
579         w = find(world, classname, "waypoint");
580         while (w)
581         {
582                 // if a matching waypoint already exists, don't add a duplicate
583                 if (w.origin == org && w.mins == m1 && w.maxs == m2)
584                         return w;
585                 w = find(w, classname, "waypoint");
586         }
587         w = spawn();
588         w.classname = "waypoint";
589         w.wpflags = f;
590         setorigin(w, org);
591         setsize(w, PL_MIN + m1, PL_MAX + m2);
592
593         if(!(f & WAYPOINTFLAG_GENERATED))
594         {
595                 org = w.origin + '0 0 2';
596                 tracebox(org, w.mins, w.maxs, w.origin, MOVE_WORLDONLY, w);
597                 if(trace_startsolid)
598                 {
599                         org = w.origin + '2 2 2';
600                         tracebox(org, w.mins, w.maxs, w.origin, MOVE_WORLDONLY, w);
601                         if(trace_startsolid)
602                         {
603                                 org = w.origin + '-2 -2 2';
604                                 tracebox(org, w.mins, w.maxs, w.origin, MOVE_WORLDONLY, w);
605                                 if(trace_startsolid)
606                                 {
607                                         org = w.origin + '-2 2 2';
608                                         tracebox(org, w.mins, w.maxs, w.origin, MOVE_WORLDONLY, w);
609                                         if(trace_startsolid)
610                                         {
611                                                 org = w.origin + '2 -2 2';
612                                                 tracebox(org, w.mins, w.maxs, w.origin, MOVE_WORLDONLY, w);
613                                                 if(trace_startsolid)
614                                                 {
615                                                         // this WP is in solid, refuse it
616                                                         dprint("Killed a waypoint that was stuck in solid at ", vtos(org), "\n");
617                                                         remove(w);
618                                                         return world;
619                                                 }
620                                         }
621                                 }
622                         }
623                 }
624
625                 org = org * 0.05 + trace_endpos * 0.95; // don't trust the trace fully
626                 tracebox(org, w.mins, w.maxs, org - '0 0 128', MOVE_WORLDONLY, w);
627
628                 if(trace_fraction == 1 || trace_startsolid)
629                 {
630                         // this WP is in air, refuse it
631                         dprint("Killed a waypoint that was stuck in air/ceiling at ", vtos(w.origin), "\n");
632                         remove(w);
633                         return world;
634                 }
635                 trace_endpos_z += 0.1; // don't trust the trace fully
636
637 //              dprint("Moved waypoint at ", vtos(w.origin), " by ", ftos(vlen(w.origin - trace_endpos)));
638 //              dprint(" direction: ", vtos((trace_endpos - w.origin)), "\n");
639
640                 setorigin(w, trace_endpos);
641         }
642
643         setsize(w, m1, m2);
644
645         waypoint_clearlinks(w);
646         //waypoint_schedulerelink(w);
647         return w;
648 };
649
650 // waypoint map entity
651 void() waypoint =
652 {
653         setorigin(self, self.origin);
654         // schedule a relink after other waypoints have had a chance to spawn
655         waypoint_clearlinks(self);
656         //waypoint_schedulerelink(self);
657 };
658
659 // remove a waypoint, and schedule all neighbors to relink
660 void(entity e) waypoint_remove =
661 {
662         // tell all linked waypoints that they need to relink
663         waypoint_schedulerelink(e.wp00);
664         waypoint_schedulerelink(e.wp01);
665         waypoint_schedulerelink(e.wp02);
666         waypoint_schedulerelink(e.wp03);
667         waypoint_schedulerelink(e.wp04);
668         waypoint_schedulerelink(e.wp05);
669         waypoint_schedulerelink(e.wp06);
670         waypoint_schedulerelink(e.wp07);
671         waypoint_schedulerelink(e.wp08);
672         waypoint_schedulerelink(e.wp09);
673         waypoint_schedulerelink(e.wp10);
674         waypoint_schedulerelink(e.wp11);
675         waypoint_schedulerelink(e.wp12);
676         waypoint_schedulerelink(e.wp13);
677         waypoint_schedulerelink(e.wp14);
678         waypoint_schedulerelink(e.wp15);
679         waypoint_schedulerelink(e.wp16);
680         waypoint_schedulerelink(e.wp17);
681         waypoint_schedulerelink(e.wp18);
682         waypoint_schedulerelink(e.wp19);
683         waypoint_schedulerelink(e.wp20);
684         waypoint_schedulerelink(e.wp21);
685         waypoint_schedulerelink(e.wp22);
686         waypoint_schedulerelink(e.wp23);
687         waypoint_schedulerelink(e.wp24);
688         waypoint_schedulerelink(e.wp25);
689         waypoint_schedulerelink(e.wp26);
690         waypoint_schedulerelink(e.wp27);
691         waypoint_schedulerelink(e.wp28);
692         waypoint_schedulerelink(e.wp29);
693         waypoint_schedulerelink(e.wp30);
694         waypoint_schedulerelink(e.wp31);
695         // and now remove the waypoint
696         remove(e);
697 };
698
699 // empties the map of waypoints
700 void() waypoint_removeall =
701 {
702         local entity head, next;
703         head = findchain(classname, "waypoint");
704         while (head)
705         {
706                 next = head.chain;
707                 remove(head);
708                 head = next;
709         }
710 };
711
712 // tell all waypoints to relink
713 // (is this useful at all?)
714 void() waypoint_schedulerelinkall =
715 {
716         local entity head;
717         head = findchain(classname, "waypoint");
718         while (head)
719         {
720                 waypoint_schedulerelink(head);
721                 head = head.chain;
722         }
723 };
724
725 // save waypoints to gamedir/data/maps/mapname.waypoints
726 // TODO: support saving wayboxes
727 void() waypoint_saveall =
728 {
729         local string filename, s;
730         local float file, c;
731         local entity w;
732         filename = strcat("maps/", mapname);
733         filename = strcat(filename, ".waypoints");
734         file = fopen(filename, FILE_WRITE);
735         if (file >= 0)
736         {
737                 c = 0;
738                 w = findchain(classname, "waypoint");
739                 while (w)
740                 {
741                         if (!(w.wpflags & WAYPOINTFLAG_GENERATED))
742                         {
743                                 s = strcat(vtos(w.origin + w.mins), "\n");
744                                 s = strcat(s, vtos(w.origin + w.maxs));
745                                 s = strcat(s, "\n");
746                                 s = strcat(s, ftos(w.wpflags));
747                                 s = strcat(s, "\n");
748                                 fputs(file, s);
749                                 c = c + 1;
750                         }
751                         w = w.chain;
752                 }
753                 fclose(file);
754                 bprint("saved ");
755                 bprint(ftos(c));
756                 bprint(" waypoints to maps/");
757                 bprint(mapname);
758                 bprint(".waypoints\n");
759         }
760         else
761         {
762                 bprint("waypoint save to ");
763                 bprint(filename);
764                 bprint(" failed\n");
765         }
766 };
767
768 // load waypoints from file
769 float() waypoint_loadall =
770 {
771         local string filename, s;
772         local float file, cwp, cwb, fl;
773         local vector m1, m2;
774         cwp = 0;
775         cwb = 0;
776         filename = strcat("maps/", mapname);
777         filename = strcat(filename, ".waypoints");
778         file = fopen(filename, FILE_READ);
779         if (file >= 0)
780         {
781                 while (1)
782                 {
783                         s = fgets(file);
784                         if (!s)
785                                 break;
786                         m1 = stov(s);
787                         s = fgets(file);
788                         if (!s)
789                                 break;
790                         m2 = stov(s);
791                         s = fgets(file);
792                         if (!s)
793                                 break;
794                         fl = stof(s);
795                         waypoint_spawn(m1, m2, fl);
796                         if (m1 == m2)
797                                 cwp = cwp + 1;
798                         else
799                                 cwb = cwb + 1;
800                 }
801                 fclose(file);
802                 dprint("loaded ");
803                 dprint(ftos(cwp));
804                 dprint(" waypoints and ");
805                 dprint(ftos(cwb));
806                 dprint(" wayboxes from maps/");
807                 dprint(mapname);
808                 dprint(".waypoints\n");
809         }
810         else
811         {
812                 dprint("waypoint load from ");
813                 dprint(filename);
814                 dprint(" failed\n");
815         }
816         return cwp + cwb;
817 };
818
819 void(entity e) waypoint_spawnforitem =
820 {
821         local entity w;
822         local vector org;
823
824         if(!bot_waypoints_for_items)
825                 return;
826
827         org = e.origin + (e.mins + e.maxs) * 0.5;
828         org_z = e.origin_z + e.mins_z - PL_MIN_z + 1;
829         e.nearestwaypointtimeout = time + 1000000000;
830         // don't spawn an item waypoint if it already exists
831         w = findchain(classname, "waypoint");
832         while (w)
833         {
834                 if (vlen(w.size) > 1)
835                 {
836                         if (boxesoverlap(org, org, w.absmin, w.absmax))
837                         {
838                                 e.nearestwaypoint = w;
839                                 return;
840                         }
841                 }
842                 else
843                 {
844                         if (vlen(w.origin - org) < 16)
845                         {
846                                 e.nearestwaypoint = w;
847                                 return;
848                         }
849                 }
850                 w = w.chain;
851         }
852         e.nearestwaypoint = waypoint_spawn(org, org, WAYPOINTFLAG_GENERATED | WAYPOINTFLAG_ITEM);
853 };
854
855 void(entity e, vector destination, float timetaken) waypoint_spawnforteleporter =
856 {
857         local entity w;
858         local entity dw;
859         w = waypoint_spawn(e.absmin, e.absmax, WAYPOINTFLAG_GENERATED | WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_NORELINK);
860         dw = waypoint_spawn(destination, destination, WAYPOINTFLAG_GENERATED);
861         // one way link to the destination
862         w.wp00 = dw;
863         w.wp00mincost = timetaken; // this is just for jump pads
864         // the teleporter's nearest waypoint is this one
865         // (teleporters are not goals, so this is probably useless)
866         e.nearestwaypoint = w;
867         e.nearestwaypointtimeout = time + 1000000000;
868 };
869
870
871
872
873
874 /////////////////////////////////////////////////////////////////////////////
875 // goal stack
876 /////////////////////////////////////////////////////////////////////////////
877
878 // completely empty the goal stack, used when deciding where to go
879 void() navigation_clearroute =
880 {
881         self.goalcurrent = world;
882         self.goalstack01 = world;
883         self.goalstack02 = world;
884         self.goalstack03 = world;
885         self.goalstack04 = world;
886         self.goalstack05 = world;
887         self.goalstack06 = world;
888         self.goalstack07 = world;
889         self.goalstack08 = world;
890         self.goalstack09 = world;
891         self.goalstack10 = world;
892         self.goalstack11 = world;
893         self.goalstack12 = world;
894         self.goalstack13 = world;
895         self.goalstack14 = world;
896         self.goalstack15 = world;
897         self.goalstack16 = world;
898         self.goalstack17 = world;
899         self.goalstack18 = world;
900         self.goalstack19 = world;
901         self.goalstack20 = world;
902         self.goalstack21 = world;
903         self.goalstack22 = world;
904         self.goalstack23 = world;
905         self.goalstack24 = world;
906         self.goalstack25 = world;
907         self.goalstack26 = world;
908         self.goalstack27 = world;
909         self.goalstack28 = world;
910         self.goalstack29 = world;
911         self.goalstack30 = world;
912         self.goalstack31 = world;
913 };
914
915 // add a new goal at the beginning of the stack
916 // (in other words: add a new prerequisite before going to the later goals)
917 void(entity e) navigation_pushroute =
918 {
919         self.goalstack31 = self.goalstack30;
920         self.goalstack30 = self.goalstack29;
921         self.goalstack29 = self.goalstack28;
922         self.goalstack28 = self.goalstack27;
923         self.goalstack27 = self.goalstack26;
924         self.goalstack26 = self.goalstack25;
925         self.goalstack25 = self.goalstack24;
926         self.goalstack24 = self.goalstack23;
927         self.goalstack23 = self.goalstack22;
928         self.goalstack22 = self.goalstack21;
929         self.goalstack21 = self.goalstack20;
930         self.goalstack20 = self.goalstack19;
931         self.goalstack19 = self.goalstack18;
932         self.goalstack18 = self.goalstack17;
933         self.goalstack17 = self.goalstack16;
934         self.goalstack16 = self.goalstack15;
935         self.goalstack15 = self.goalstack14;
936         self.goalstack14 = self.goalstack13;
937         self.goalstack13 = self.goalstack12;
938         self.goalstack12 = self.goalstack11;
939         self.goalstack11 = self.goalstack10;
940         self.goalstack10 = self.goalstack09;
941         self.goalstack09 = self.goalstack08;
942         self.goalstack08 = self.goalstack07;
943         self.goalstack07 = self.goalstack06;
944         self.goalstack06 = self.goalstack05;
945         self.goalstack05 = self.goalstack04;
946         self.goalstack04 = self.goalstack03;
947         self.goalstack03 = self.goalstack02;
948         self.goalstack02 = self.goalstack01;
949         self.goalstack01 = self.goalcurrent;
950         self.goalcurrent = e;
951 };
952
953 // remove first goal from stack
954 // (in other words: remove a prerequisite for reaching the later goals)
955 // (used when a waypoint is reached)
956 void() navigation_poproute =
957 {
958         self.goalcurrent = self.goalstack01;
959         self.goalstack01 = self.goalstack02;
960         self.goalstack02 = self.goalstack03;
961         self.goalstack03 = self.goalstack04;
962         self.goalstack04 = self.goalstack05;
963         self.goalstack05 = self.goalstack06;
964         self.goalstack06 = self.goalstack07;
965         self.goalstack07 = self.goalstack08;
966         self.goalstack08 = self.goalstack09;
967         self.goalstack09 = self.goalstack10;
968         self.goalstack10 = self.goalstack11;
969         self.goalstack11 = self.goalstack12;
970         self.goalstack12 = self.goalstack13;
971         self.goalstack13 = self.goalstack14;
972         self.goalstack14 = self.goalstack15;
973         self.goalstack15 = self.goalstack16;
974         self.goalstack16 = self.goalstack17;
975         self.goalstack17 = self.goalstack18;
976         self.goalstack18 = self.goalstack19;
977         self.goalstack19 = self.goalstack20;
978         self.goalstack20 = self.goalstack21;
979         self.goalstack21 = self.goalstack22;
980         self.goalstack22 = self.goalstack23;
981         self.goalstack23 = self.goalstack24;
982         self.goalstack24 = self.goalstack25;
983         self.goalstack25 = self.goalstack26;
984         self.goalstack26 = self.goalstack27;
985         self.goalstack27 = self.goalstack28;
986         self.goalstack28 = self.goalstack29;
987         self.goalstack29 = self.goalstack30;
988         self.goalstack30 = self.goalstack31;
989         self.goalstack31 = world;
990 };
991
992 // find the waypoint near a dynamic goal such as a dropped weapon
993 entity(entity player, float walkfromwp) navigation_findnearestwaypoint =
994 {
995         local entity waylist, w, best;
996         local float dist, bestdist;
997         local vector v, org, pm1, pm2;
998         pm1 = player.origin + PL_MIN;
999         pm2 = player.origin + PL_MAX;
1000         waylist = findchain(classname, "waypoint");
1001         // do two scans, because box test is cheaper
1002         w = waylist;
1003         while (w)
1004         {
1005                 // if object is touching waypoint
1006                 if (boxesoverlap(pm1, pm2, w.absmin, w.absmax))
1007                         return w;
1008                 w = w.chain;
1009         }
1010
1011         org = player.origin + (player.mins_z - PL_MIN_z) * '0 0 1';
1012         if(player.tag_entity)
1013                 org = org + player.tag_entity.origin;
1014         if (navigation_testtracewalk)
1015                 te_plasmaburn(org);
1016         best = world;
1017         bestdist = 1050;
1018
1019         // box check failed, try walk
1020         w = waylist;
1021         while (w)
1022         {
1023                 // if object can walk from waypoint
1024                 if (w.wpisbox)
1025                 {
1026                         local vector wm1, wm2;
1027                         wm1 = w.origin + w.mins;
1028                         wm2 = w.origin + w.maxs;
1029                         v_x = bound(wm1_x, org_x, wm2_x);
1030                         v_y = bound(wm1_y, org_y, wm2_y);
1031                         v_z = bound(wm1_z, org_z, wm2_z);
1032                 }
1033                 else
1034                         v = w.origin;
1035                 dist = vlen(v - org);
1036                 if (bestdist > dist)
1037                 {
1038                         if (walkfromwp)
1039                         {
1040                                 traceline(v, org, TRUE, player);
1041                                 if (trace_fraction == 1)
1042                                 if (tracewalk(player, v, PL_MIN, PL_MAX, org))
1043                                 {
1044                                         bestdist = dist;
1045                                         best = w;
1046                                 }
1047                         }
1048                         else
1049                         {
1050                                 traceline(v, org, TRUE, player);
1051                                 if (trace_fraction == 1)
1052                                 if (tracewalk(player, org, PL_MIN, PL_MAX, v))
1053                                 {
1054                                         bestdist = dist;
1055                                         best = w;
1056                                 }
1057                         }
1058                 }
1059                 w = w.chain;
1060         }
1061         return best;
1062 }
1063
1064 // finds the waypoints near the bot initiating a navigation query
1065 void() navigation_markroutes_nearestwaypoints =
1066 {
1067         local entity head;
1068         local float dist;
1069         local vector v, m1, m2;
1070         //navigation_testtracewalk = TRUE;
1071         head = findchain(classname, "waypoint");
1072         while (head)
1073         {
1074                 m1 = head.origin + head.mins;
1075                 m2 = head.origin + head.maxs;
1076                 v = self.origin;
1077                 v_x = bound(m1_x, v_x, m2_x);
1078                 v_y = bound(m1_y, v_y, m2_y);
1079                 v_z = bound(m1_z, v_z, m2_z);
1080                 dist = vlen(v - self.origin);
1081                 if (dist < 1000)
1082                 {
1083                         if (dist < 4)
1084                         {
1085                                 // if bot is very near a waypoint don't bother doing a trace
1086                                 head.wpnearestpoint = v;
1087                                 head.wpcost = dist + head.dmg;
1088                                 head.wpfire = 1;
1089                                 head.enemy = world;
1090                         }
1091                         else
1092                         {
1093                                 tracebox(self.origin, '-16 -16 0', '16 16 0', v, TRUE, self);
1094                                 if (trace_fraction == 1)
1095                                 {
1096                                         if (tracewalk(self, self.origin, self.mins, self.maxs, v))
1097                                         {
1098                                                 head.wpnearestpoint = v;
1099                                                 head.wpcost = dist + head.dmg;
1100                                                 head.wpfire = 1;
1101                                                 head.enemy = world;
1102                                         }
1103                                 }
1104                         }
1105                 }
1106                 head = head.chain;
1107         }
1108         //navigation_testtracewalk = FALSE;
1109 }
1110
1111 // updates a path link if a waypoint link is better than the current one
1112 void(entity w, entity wp, float cost2, vector p) navigation_markroutes_checkwaypoint =
1113 {
1114         local vector m1;
1115         local vector m2;
1116         local vector v;
1117         if (wp.wpisbox)
1118         {
1119                 m1 = wp.absmin;
1120                 m2 = wp.absmax;
1121                 v_x = bound(m1_x, p_x, m2_x);
1122                 v_y = bound(m1_y, p_y, m2_y);
1123                 v_z = bound(m1_z, p_z, m2_z);
1124         }
1125         else
1126                 v = wp.origin;
1127         cost2 = cost2 + vlen(v);
1128         if (wp.wpcost > cost2)
1129         {
1130                 wp.wpcost = cost2;
1131                 wp.enemy = w;
1132                 wp.wpfire = 1;
1133                 wp.wpnearestpoint = v;
1134         }
1135 };
1136
1137 // queries the entire waypoint network for pathes leading away from the bot
1138 void() navigation_markroutes =
1139 {
1140         local entity w, wp, waylist;
1141         local float searching, cost, cost2;
1142         local vector p;
1143         w = waylist = findchain(classname, "waypoint");
1144         while (w)
1145         {
1146                 w.wpnearestpoint = '0 0 0';
1147                 w.wpcost = 10000000;
1148                 w.wpfire = 0;
1149                 w.enemy = world;
1150                 w = w.chain;
1151         }
1152         navigation_markroutes_nearestwaypoints();
1153         searching = TRUE;
1154         while (searching)
1155         {
1156                 searching = FALSE;
1157                 w = waylist;
1158                 while (w)
1159                 {
1160                         if (w.wpfire)
1161                         {
1162                                 searching = TRUE;
1163                                 w.wpfire = 0;
1164                                 cost = w.wpcost;
1165                                 p = w.wpnearestpoint;
1166                                 wp = w.wp00;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp00mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1167                                 wp = w.wp01;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp01mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1168                                 wp = w.wp02;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp02mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1169                                 wp = w.wp03;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp03mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1170                                 wp = w.wp04;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp04mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1171                                 wp = w.wp05;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp05mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1172                                 wp = w.wp06;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp06mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1173                                 wp = w.wp07;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp07mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1174                                 wp = w.wp08;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp08mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1175                                 wp = w.wp09;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp09mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1176                                 wp = w.wp10;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp10mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1177                                 wp = w.wp11;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp11mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1178                                 wp = w.wp12;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp12mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1179                                 wp = w.wp13;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp13mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1180                                 wp = w.wp14;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp14mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1181                                 wp = w.wp15;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp15mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1182                                 wp = w.wp16;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp16mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1183                                 wp = w.wp17;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp17mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1184                                 wp = w.wp18;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp18mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1185                                 wp = w.wp19;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp19mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1186                                 wp = w.wp20;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp20mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1187                                 wp = w.wp21;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp21mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1188                                 wp = w.wp22;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp22mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1189                                 wp = w.wp23;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp23mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1190                                 wp = w.wp24;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp24mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1191                                 wp = w.wp25;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp25mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1192                                 wp = w.wp26;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp26mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1193                                 wp = w.wp27;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp27mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1194                                 wp = w.wp28;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp28mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1195                                 wp = w.wp29;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp29mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1196                                 wp = w.wp30;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp30mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1197                                 wp = w.wp31;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp31mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1198                                 }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
1199                         }
1200                         w = w.chain;
1201                 }
1202         }
1203 };
1204
1205 // updates the best goal according to a weighted calculation of travel cost and item value of a new proposed item
1206 void(entity e, float f) navigation_routerating =
1207 {
1208         if (!e)
1209                 return;
1210         //te_wizspike(e.origin);
1211         //bprint(etos(e));
1212         //bprint("\n");
1213         // update the cached waypoint link on a dynamic item entity
1214         if (time > e.nearestwaypointtimeout)
1215         {
1216                 e.nearestwaypoint = navigation_findnearestwaypoint(e, TRUE);
1217                 e.nearestwaypointtimeout = time + random() * 3 + 5;
1218         }
1219         //dprint(e.classname, " ", ftos(f));
1220         if (e.nearestwaypoint)
1221         if (e.nearestwaypoint.wpcost < 10000000)
1222         {
1223                 //te_wizspike(e.nearestwaypoint.wpnearestpoint);
1224                 //dprint(e.classname, " ", ftos(f), "*(500/(500+", ftos((e.nearestwaypoint.wpcost + vlen(e.origin - e.nearestwaypoint.wpnearestpoint))), " = ");
1225                 f = f * 500 / ((e.nearestwaypoint.wpcost + vlen(e.origin - e.nearestwaypoint.wpnearestpoint)) + 500);
1226                 //dprint(ftos(f));
1227                 if (navigation_bestrating < f)
1228                 {
1229                         navigation_bestrating = f;
1230                         navigation_bestgoal = e;
1231                 }
1232         }
1233         //dprint("\n");
1234 };
1235
1236 // replaces the goal stack with the path to a given item
1237 void(entity e) navigation_routetogoal =
1238 {
1239         // if already going to this goal, don't stop
1240         //if (self.goalentity == e)
1241         //      return;
1242         // clear the route and add the new one
1243         navigation_clearroute();
1244         self.goalentity = e;
1245         // if there is no goal, just exit
1246         if (!e)
1247                 return;
1248         // put the entity on the goal stack as the only item
1249         navigation_pushroute(e);
1250         //te_smallflash((e.absmin + e.absmax) * 0.5);
1251         //bprint("navigation_routetogoal(");
1252         //bprint(etos(e));
1253         //bprint(") : ");
1254         //bprint(etos(e));
1255         tracebox(self.origin, '-16 -16 0', '16 16 0', e.origin, TRUE, self);
1256         if (trace_fraction == 1)
1257         if (tracewalk(self, self.origin, PL_MIN, PL_MAX, e.origin))
1258                 return;
1259         // see if there are waypoints describing a path to the item
1260         e = e.nearestwaypoint;
1261         while (e != world)
1262         {
1263                 //bprint(" ");
1264                 //bprint(etos(e));
1265                 //te_smallflash((e.absmin + e.absmax) * 0.5);
1266                 //tracebox(self.origin, '-16 -16 0', '16 16 0', e.origin, TRUE, self);
1267                 //if (trace_fraction == 1)
1268                 //if (tracewalk(self, self.origin, PL_MIN, PL_MAX, e.origin))
1269                 //      break;
1270                 // add the waypoint to the path
1271                 navigation_pushroute(e);
1272                 e = e.enemy;
1273         }
1274         //bprint("\n");
1275 };
1276
1277 // removes any currently touching waypoints from the goal stack
1278 // (this is how bots detect if they have reached a goal)
1279 void() navigation_poptouchedgoals =
1280 {
1281         local vector org, m1, m2;
1282         org = self.origin;// + self.velocity * 0.1;
1283         m1 = org + self.mins;
1284         m2 = org + self.maxs;
1285         while (self.goalcurrent && boxesoverlap(m1, m2, self.goalcurrent.absmin, self.goalcurrent.absmax))
1286                 navigation_poproute();
1287 }
1288
1289 // begin a goal selection session (queries waypoint network)
1290 void() navigation_goalrating_start =
1291 {
1292         navigation_bestrating = -1;
1293         navigation_bestgoal = world;
1294         navigation_markroutes();
1295 };
1296
1297 // ends a goal selection session (updates goal stack to the best goal)
1298 void() navigation_goalrating_end =
1299 {
1300         navigation_routetogoal(navigation_bestgoal);
1301 };
1302
1303
1304
1305
1306
1307 //////////////////////////////////////////////////////////////////////////////
1308 // general bot functions
1309 //////////////////////////////////////////////////////////////////////////////
1310
1311 .float isbot; // true if this client is actually a bot
1312
1313 float skill;
1314 entity bot_list;
1315 .entity nextbot;
1316
1317 float sv_maxspeed;
1318 .float createdtime;
1319
1320 .float bot_preferredcolors;
1321
1322 .float bot_attack;
1323 .float bot_dodge;
1324 .float bot_dodgerating;
1325
1326 //.float bot_painintensity;
1327 .float bot_firetimer;
1328 //.float bot_oldhealth;
1329 .void() bot_ai;
1330
1331 .entity bot_aimtarg;
1332 .float bot_aimlatency;
1333 .vector bot_aimselforigin;
1334 .vector bot_aimselfvelocity;
1335 .vector bot_aimtargorigin;
1336 .vector bot_aimtargvelocity;
1337
1338 .float bot_pickup;
1339 .float(entity player, entity item) bot_pickupevalfunc;
1340 .float bot_pickupbasevalue;
1341 .float bot_canfire;
1342
1343 // used for aiming currently
1344 // FIXME: make the weapon code use these and then replace the calculations here with a call to the weapon code
1345 vector shotorg;
1346 vector shotdir;
1347
1348 const float BOTSKINS = 19;
1349 const float BOTNAMES = 32;
1350 string(float r) bot_namefornumber =
1351 {
1352         if (r <  1) return "Thunderstorm";
1353         if (r <  2) return "Darkness";
1354         if (r <  3) return "Scorcher";
1355         if (r <  4) return "Paranoia";
1356         if (r <  5) return "Eureka";
1357         if (r <  6) return "Mystery";
1358         if (r <  7) return "Toxic";
1359         if (r <  8) return "Dominion";
1360         if (r <  9) return "Pegasus";
1361         if (r < 10) return "Sensible";
1362         if (r < 11) return "Gator";
1363         if (r < 12) return "Kangaroo";
1364         if (r < 13) return "Deadline";
1365         if (r < 14) return "Frosty";
1366         if (r < 15) return "Roadkill";
1367         if (r < 16) return "Death";
1368         if (r < 17) return "Panic";
1369         if (r < 18) return "Discovery";
1370         if (r < 19) return "Shadow";
1371         if (r < 20) return "Acidic";
1372         if (r < 21) return "Dominator";
1373         if (r < 22) return "Hellfire";
1374         if (r < 23) return "Necrotic";
1375         if (r < 24) return "Newbie";
1376         if (r < 25) return "Spellbinder";
1377         if (r < 26) return "Lion";
1378         if (r < 27) return "Controlled";
1379         if (r < 28) return "Airhead";
1380         if (r < 29) return "Delirium";
1381         if (r < 30) return "Resurrection";
1382         if (r < 31) return "Danger";
1383         return "Flatline";
1384 };
1385
1386 string(float r) bot_skinfornumber =
1387 {
1388              if (r <  1) {self.playermodel = "models/player/carni.zym"          ;self.playerskin = "0";return "Carni"          ;}
1389         else if (r <  2) {self.playermodel = "models/player/carni.zym"          ;self.playerskin = "1";return "Armored Carni"  ;}
1390         else if (r <  3) {self.playermodel = "models/player/crash.zym"          ;self.playerskin = "0";return "Quark"          ;}
1391         else if (r <  4) {self.playermodel = "models/player/grunt.zym"          ;self.playerskin = "0";return "Grunt"          ;}
1392         else if (r <  5) {self.playermodel = "models/player/headhunter.zym"     ;self.playerskin = "0";return "HeadHunter"     ;}
1393         else if (r <  6) {self.playermodel = "models/player/insurrectionist.zym";self.playerskin = "0";return "Insurrectionist";}
1394         else if (r <  7) {self.playermodel = "models/player/lurk.zym"           ;self.playerskin = "0";return "Lurk"           ;}
1395         else if (r <  8) {self.playermodel = "models/player/lurk.zym"           ;self.playerskin = "1";return "Reptile"        ;}
1396         else if (r <  9) {self.playermodel = "models/player/lycanthrope.zym"    ;self.playerskin = "0";return "Lycanthrope"    ;}
1397         else if (r < 10) {self.playermodel = "models/player/marine.zym"         ;self.playerskin = "0";return "Marine"         ;}
1398         else if (r < 11) {self.playermodel = "models/player/nexus.zym"          ;self.playerskin = "0";return "Nexus"          ;}
1399         else if (r < 12) {self.playermodel = "models/player/nexus.zym"          ;self.playerskin = "1";return "Mulder"         ;}
1400         else if (r < 13) {self.playermodel = "models/player/nexus.zym"          ;self.playerskin = "2";return "Xolar"          ;}
1401         else if (r < 14) {self.playermodel = "models/player/pyria.zym"          ;self.playerskin = "0";return "Pyria"          ;}
1402         else if (r < 15) {self.playermodel = "models/player/shock.zym"          ;self.playerskin = "0";return "Shock"          ;}
1403         else if (r < 16) {self.playermodel = "models/player/skadi.zym"          ;self.playerskin = "0";return "Skadi"          ;}
1404         else if (r < 17) {self.playermodel = "models/player/specop.zym"         ;self.playerskin = "0";return "Specop"         ;}
1405         else             {self.playermodel = "models/player/visitant.zym"       ;self.playerskin = "0";return "Fricka"         ;}
1406 };
1407
1408 void() bot_setnameandstuff =
1409 {
1410         local string name, prefix, suffix;
1411         local float r, b, shirt, pants;
1412
1413         prefix = cvar_string("bot_prefix");
1414         suffix = cvar_string("bot_suffix");
1415
1416         // this is really only a default, JoinBestTeam is called later
1417         pants = bound(0, floor(random() * 13), 13);
1418         //shirt = bound(0, floor(random() * 16), 15);
1419         shirt = pants;
1420         self.clientcolors = shirt * 16 + pants;
1421         self.bot_preferredcolors = self.clientcolors;
1422         self.team = pants + 1;
1423
1424         // now pick a name...
1425
1426         if (cvar("bot_usemodelnames"))
1427         {
1428                 // first see if all skins are taken
1429                 b = 0;
1430                 do
1431                 {
1432                         name = bot_skinfornumber(b);
1433                         b = b + 1;
1434                 }
1435                 while (b < BOTSKINS && find(world, netname, name));
1436
1437                 // randomly pick a skin, if it's taken either repeat until we find one,
1438                 // or give up if we already know all skins are taken
1439                 do
1440                 {
1441                         r = floor(random() * BOTSKINS);
1442                         name = bot_skinfornumber(r);
1443                 }
1444                 while (b < BOTSKINS && find(world, netname, name));
1445         }
1446         else
1447         {
1448                 // first see if all names are taken
1449                 b = 0;
1450                 do
1451                 {
1452                         name = bot_namefornumber(b);
1453                         b = b + 1;
1454                 }
1455                 while (b < BOTNAMES && find(world, netname, name));
1456
1457                 // randomly pick a name, if it's taken either repeat until we find one,
1458                 // or give up if we already know all names are taken
1459                 do
1460                 {
1461                         r = floor(random() * BOTNAMES);
1462                         name = bot_namefornumber(r);
1463                 }
1464                 while (b < BOTNAMES && find(world, netname, name));
1465
1466                 // randomly pick a skin
1467                 bot_skinfornumber(floor(random() * BOTSKINS));
1468         }
1469         if(!cvar("g_campaign"))
1470                 self.netname = strzone(strcat(prefix, name, suffix));
1471         else
1472                 self.netname = name;
1473 };
1474
1475 void() bot_endgame =
1476 {
1477         local entity e;
1478         //dprint("bot_endgame\n");
1479         e = bot_list;
1480         while (e)
1481         {
1482                 setcolor(e, e.bot_preferredcolors);
1483                 e = e.nextbot;
1484         }
1485         // if dynamic waypoints are ever implemented, save them here
1486 };
1487
1488 float bot_ignore_bots; // let bots not attack other bots (only works in non-teamplay)
1489 float(entity e) bot_shouldattack =
1490 {
1491         if (e.team == self.team)
1492         {
1493                 if (e == self)
1494                         return FALSE;
1495                 if (teamplay)
1496                 if (e.team != 0)
1497                         return FALSE;
1498         }
1499         if(!teamplay)
1500                 if(bot_ignore_bots)
1501                         if(clienttype(e) == CLIENTTYPE_BOT)
1502                                 return FALSE;
1503         if (!e.takedamage)
1504                 return FALSE;
1505         if (e.deadflag)
1506                 return FALSE;
1507         if (e.buttonchat)
1508                 return FALSE;
1509         return TRUE;
1510 };
1511
1512 void(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) bot_lagfunc =
1513 {
1514         self.bot_aimtarg = e1;
1515         self.bot_aimlatency = self.ping; // FIXME?  Shouldn't this be in the lag item?
1516         self.bot_aimselforigin = v1;
1517         self.bot_aimselfvelocity = v2;
1518         self.bot_aimtargorigin = v3;
1519         self.bot_aimtargvelocity = v4;
1520         if(skill <= 0)
1521                 self.bot_canfire = (random() < 0.8);
1522         else if(skill <= 1)
1523                 self.bot_canfire = (random() < 0.9);
1524         else if(skill <= 2)
1525                 self.bot_canfire = (random() < 0.95);
1526         else
1527                 self.bot_canfire = 1;
1528 };
1529
1530 .float bot_badaimtime;
1531 .float bot_aimthinktime;
1532 .vector bot_mouseaim;
1533 .vector bot_badaimoffset;
1534 .vector bot_1st_order_aimfilter;
1535 .vector bot_2nd_order_aimfilter;
1536 .vector bot_3th_order_aimfilter;
1537 .vector bot_4th_order_aimfilter;
1538 .vector bot_5th_order_aimfilter;
1539 .vector bot_olddesiredang;
1540 float(vector v, float maxfiredeviation) bot_aimdir =
1541 {
1542 /*
1543         local float snapcos;
1544         local vector olddir, newdir, desireddir;
1545
1546         makevectors(self.v_angle);
1547         olddir = newdir = v_forward;
1548         desireddir = normalize(v);
1549         snapcos = cos(cvar("bot_ai_aimskill_snapangle") * frametime * (skill + 1) * 0.5);
1550         if (desireddir * olddir < v_forward_x)
1551                 newdir = desireddir;
1552         else
1553         {
1554                 local float blendrate;
1555                 blendrate = cvar("bot_ai_aimskill_blendrate") * frametime * (skill + 1) * 0.5;
1556                 newdir = olddir + (desireddir - olddir) * bound(0, blendrate, 1);
1557         }
1558
1559         // decide whether to fire this time
1560         if ((desireddir * newdir) >= cos(maxfiredeviation))
1561                 self.bot_firetimer = time + 0.3;
1562
1563         self.v_angle = vectoangles(newdir);
1564         self.v_angle_x = self.v_angle_x * -1;
1565
1566         makevectors(self.v_angle);
1567         shotorg = self.origin + self.view_ofs;
1568         shotdir = newdir;
1569
1570         return time < self.bot_firetimer;
1571 */
1572
1573         local float dist;
1574         local vector desiredang, diffang;
1575
1576         //dprint("aim ", self.netname, ": old:", vtos(self.v_angle));
1577         // make sure v_angle is sane first
1578         //self.v_angle_x = bound(-180, self.v_angle_x, 180);
1579         //while (self.v_angle_x < -180) self.v_angle_x = self.v_angle_x + 360;
1580         //while (self.v_angle_x >= 180) self.v_angle_x = self.v_angle_x - 360;
1581         while (self.v_angle_y < -180) self.v_angle_y = self.v_angle_y + 360;
1582         while (self.v_angle_y >= 180) self.v_angle_y = self.v_angle_y - 360;
1583         //while (self.v_angle_z < -180) self.v_angle_z = self.v_angle_z + 360;
1584         //while (self.v_angle_z >= 180) self.v_angle_z = self.v_angle_z - 360;
1585         self.v_angle_z = 0;
1586
1587         // get the desired angles to aim at
1588         //dprint(" at:", vtos(v));
1589         v = normalize(v);
1590         //te_lightning2(world, self.origin + self.view_ofs, self.origin + self.view_ofs + v * 200);
1591         if (time >= self.bot_badaimtime)
1592         {
1593                 self.bot_badaimtime = max(self.bot_badaimtime + 0.3, time);
1594                 self.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+self.bot_offsetskill), 5);
1595         }
1596         desiredang = vectoangles(v) + self.bot_badaimoffset*cvar("bot_ai_aimskill_offset");
1597         //dprint(" desired:", vtos(desiredang));
1598         if (desiredang_x >= 180)
1599                 desiredang_x = desiredang_x - 360;
1600         desiredang_x = 0 - desiredang_x;
1601         desiredang_z = self.v_angle_z;
1602         desiredang_x = bound(-90, desiredang_x, 90);
1603         //dprint(" / ", vtos(desiredang));
1604
1605         //// pain throws off aim
1606         //if (self.bot_painintensity)
1607         //{
1608         //      // shake from pain
1609         //      desiredang = desiredang + randomvec() * self.bot_painintensity * 0.2;
1610         //}
1611
1612         // calculate turn angles
1613         diffang = (desiredang - self.bot_olddesiredang)*(1/frametime);
1614         self.bot_olddesiredang = desiredang;
1615         //dprint(" diff:", vtos(diffang));
1616
1617         // wrap yaw turn
1618         while (diffang_y < -180)
1619                 diffang_y = diffang_y + 360;
1620         while (diffang_y >  180)
1621                 diffang_y = diffang_y - 360;
1622
1623         // Here we will try to anticipate the comming aiming direction
1624         self.bot_1st_order_aimfilter= self.bot_1st_order_aimfilter
1625                 + (diffang                      - self.bot_1st_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_1st"),1);
1626         self.bot_2nd_order_aimfilter= self.bot_2nd_order_aimfilter
1627                 + (self.bot_1st_order_aimfilter - self.bot_2nd_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_2nd"),1);
1628         self.bot_3th_order_aimfilter= self.bot_3th_order_aimfilter
1629                 + (self.bot_2nd_order_aimfilter - self.bot_3th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_3th"),1);
1630         self.bot_4th_order_aimfilter= self.bot_4th_order_aimfilter
1631                 + (self.bot_3th_order_aimfilter - self.bot_4th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_4th"),1);
1632         self.bot_5th_order_aimfilter= self.bot_5th_order_aimfilter
1633                 + (self.bot_4th_order_aimfilter - self.bot_5th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_5th"),1);
1634
1635         local float blend;
1636         //blend = (bound(0,skill,10)*0.1)*pow(1-bound(0,skill,10)*0.05,2.5)*5.656854249; //Plot formule before changing !
1637         blend = bound(0,skill,10)*0.1;
1638         desiredang = desiredang + blend *
1639         (
1640                   self.bot_1st_order_aimfilter * cvar("bot_ai_aimskill_order_mix_1st")
1641                 + self.bot_2nd_order_aimfilter * cvar("bot_ai_aimskill_order_mix_2nd")
1642                 + self.bot_3th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_3th")
1643                 + self.bot_4th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_4th")
1644                 + self.bot_5th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_5th")
1645         );
1646         while (desiredang_z < -180)
1647                 desiredang_z = desiredang_z + 360;
1648         while (desiredang_z >  180)
1649                 desiredang_z = desiredang_z - 360;
1650         // calculate turn angles
1651         diffang = desiredang - self.bot_mouseaim;
1652         //dprint(" diff:", vtos(diffang));
1653
1654         // wrap yaw turn
1655         while (diffang_y < -180)
1656                 diffang_y = diffang_y + 360;
1657         while (diffang_y >  180)
1658                 diffang_y = diffang_y - 360;
1659
1660         if (time >= self.bot_aimthinktime)
1661         {
1662                 self.bot_aimthinktime = max(self.bot_aimthinktime + 0.5 - 0.05*(skill+self.bot_thinkskill), time);
1663                 self.bot_mouseaim = self.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-skill,10));
1664         }
1665
1666         //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
1667
1668         desiredang = self.bot_mouseaim*bound(0,cvar("bot_ai_aimskill_think"),1) + desiredang * bound(0,(1-cvar("bot_ai_aimskill_think")),1);
1669
1670         // calculate turn angles
1671         diffang = desiredang - self.v_angle;
1672         //dprint(" diff:", vtos(diffang));
1673
1674         // wrap yaw turn
1675         while (diffang_y < -180)
1676                 diffang_y = diffang_y + 360;
1677         while (diffang_y >  180)
1678                 diffang_y = diffang_y - 360;
1679         // calculate turn angles
1680         diffang = desiredang - self.v_angle;
1681         //dprint(" diff:", vtos(diffang));
1682
1683         // wrap yaw turn
1684         while (diffang_y < -180)
1685                 diffang_y = diffang_y + 360;
1686         while (diffang_y >  180)
1687                 diffang_y = diffang_y - 360;
1688
1689         // jitter tracking
1690         dist = vlen(diffang);
1691         //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
1692
1693         // turn
1694         local float r, fixedrate, blendrate;
1695         fixedrate = cvar("bot_ai_aimskill_fixedrate") / bound(1,dist,1000);
1696         blendrate = cvar("bot_ai_aimskill_blendrate");
1697         r = max(fixedrate, blendrate);
1698         //self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
1699         self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+pow(skill+self.bot_mouseskill,3)*0.005-random()), 1);
1700         self.v_angle = self.v_angle * bound(0,cvar("bot_ai_aimskill_mouse"),1) + desiredang * bound(0,(1-cvar("bot_ai_aimskill_mouse")),1);
1701         //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
1702         //self.v_angle = self.v_angle + diffang * (1/ blendrate);
1703         self.v_angle_z = 0;
1704         while (self.v_angle_y < -180)
1705                 self.v_angle_y = self.v_angle_y + 360;
1706         while (self.v_angle_y >= 180)
1707                 self.v_angle_y = self.v_angle_y - 360;
1708         //dprint(" turn:", vtos(self.v_angle));
1709
1710         makevectors(self.v_angle);
1711         shotorg = self.origin + self.view_ofs;
1712         shotdir = v_forward;
1713
1714         //dprint(" dir:", vtos(v_forward));
1715         //te_lightning2(world, shotorg, shotorg + shotdir * 100);
1716
1717         // calculate turn angles again
1718         diffang = desiredang - self.v_angle;
1719         while (diffang_y < -180)
1720                 diffang_y = diffang_y + 360;
1721         while (diffang_y >  180)
1722                 diffang_y = diffang_y - 360;
1723
1724         //bprint("e ");bprintvector(diffang);bprint(" < ");bprintfloat(maxfiredeviation);bprint("\n");
1725
1726         // decide whether to fire this time
1727         // note the maxfiredeviation is in degrees so this has to convert to radians first
1728         //if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
1729         if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
1730         if (vlen(trace_endpos-shotorg) < 500+500*bound(0, skill, 10) || random()*random()>bound(0,skill*0.05,1))
1731                 self.bot_firetimer = time + bound(0.1, 0.5-skill*0.05, 0.5);
1732         traceline(shotorg,shotorg+shotdir*1000,FALSE,world);
1733         //dprint(ftos(maxfiredeviation),"\n");
1734         //dprint(" diff:", vtos(diffang), "\n");
1735
1736         return self.bot_canfire && (time < self.bot_firetimer);
1737 };
1738
1739 vector(vector targorigin, vector targvelocity, float shotspeed, float shotdelay) bot_shotlead =
1740 {
1741         // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
1742         return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
1743 };
1744
1745 float(float shotspeed, float shotspeedupward, float maxshottime, float applygravity) bot_aim =
1746 {
1747         local float f, r;
1748         local vector v;
1749         /*
1750         eprint(self);
1751         dprint("bot_aim(", ftos(shotspeed));
1752         dprint(", ", ftos(shotspeedupward));
1753         dprint(", ", ftos(maxshottime));
1754         dprint(", ", ftos(applygravity));
1755         dprint(");\n");
1756         */
1757         if (!shotspeed)
1758         {
1759                 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " shotspeed is zero!\n");
1760                 shotspeed = 1000000;
1761         }
1762         if (!maxshottime)
1763         {
1764                 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " maxshottime is zero!\n");
1765                 maxshottime = 1;
1766         }
1767         makevectors(self.v_angle);
1768         shotorg = self.origin + self.view_ofs;
1769         shotdir = v_forward;
1770         v = bot_shotlead(self.bot_aimtargorigin, self.bot_aimtargvelocity, shotspeed, self.bot_aimlatency);
1771         local float distanceratio;
1772         distanceratio =sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/cvar("bot_ai_aimskill_firetolerance_distdegrees");
1773         distanceratio = bound(0,distanceratio,1);
1774         r =  (cvar("bot_ai_aimskill_firetolerance_maxdegrees")-cvar("bot_ai_aimskill_firetolerance_mindegrees"))
1775                 * (1-distanceratio) + cvar("bot_ai_aimskill_firetolerance_mindegrees");
1776         if (applygravity && self.bot_aimtarg)
1777         {
1778                 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', self.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, self))
1779                         return FALSE;
1780                 f = bot_aimdir(findtrajectory_velocity - shotspeedupward * '0 0 1', r);
1781         }
1782         else
1783         {
1784                 f = bot_aimdir(v - shotorg, r);
1785                 //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");
1786                 traceline(shotorg, shotorg + shotdir * 10000, FALSE, self);
1787                 if (trace_ent.takedamage)
1788                 if (trace_fraction < 1)
1789                 if (!bot_shouldattack(trace_ent))
1790                         return FALSE;
1791                 traceline(shotorg, self.bot_aimtargorigin, FALSE, self);
1792                 if (trace_fraction < 1)
1793                 if (trace_ent != self.enemy)
1794                 if (!bot_shouldattack(trace_ent))
1795                         return FALSE;
1796         }
1797         if (r > maxshottime * shotspeed)
1798                 return FALSE;
1799         return f;
1800 };
1801
1802 // TODO: move this painintensity code to the player damage code
1803 void() bot_think =
1804 {
1805         //if (self.bot_painintensity > 0)
1806         //      self.bot_painintensity = self.bot_painintensity - (skill + 1) * 40 * frametime;
1807
1808         //self.bot_painintensity = self.bot_painintensity + self.bot_oldhealth - self.health;
1809         //self.bot_painintensity = bound(0, self.bot_painintensity, 100);
1810
1811         if(time < restart_countdown || ((cvar("g_campaign") && !campaign_bots_may_start)))
1812         {
1813                 self.nextthink = time + 0.5;
1814                 return;
1815         }
1816
1817         if (self.fixangle)
1818         {
1819                 self.v_angle = self.angles;
1820                 self.v_angle_z = 0;
1821                 self.fixangle = FALSE;
1822         }
1823
1824         self.dmg_take = 0;
1825         self.dmg_save = 0;
1826         self.dmg_inflictor = world;
1827
1828         // calculate an aiming latency based on the skill setting
1829         // (simulated network latency + naturally delayed reflexes)
1830         //self.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
1831         // minimum ping 20+10 random
1832         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
1833         // skill 10 = ping 0.2 (adrenaline)
1834         // skill 0 = ping 0.7 (slightly drunk)
1835
1836         // clear buttons
1837         self.button0 = 0;
1838         self.button1 = 0;
1839         self.button2 = 0;
1840         self.button3 = 0;
1841         self.button4 = 0;
1842         self.button5 = 0;
1843         self.button6 = 0;
1844         self.button7 = 0;
1845         self.button8 = 0;
1846         self.buttonchat = 0;
1847         self.buttonuse = 0;
1848
1849         // if dead, just wait until we can respawn
1850         if (self.deadflag)
1851         {
1852                 if (self.deadflag == DEAD_DEAD)
1853                         self.button2 = 1; // press jump to respawn
1854                 return;
1855         }
1856
1857         // now call the current bot AI (havocbot for example)
1858         self.bot_ai();
1859 };
1860
1861 entity bot_strategytoken;
1862 entity player_list;
1863 .entity nextplayer;
1864 void() bot_relinkplayerlist =
1865 {
1866         local entity e;
1867         local entity prevbot;
1868         player_count = 0;
1869         currentbots = 0;
1870         player_list = e = findchainflags(flags, FL_CLIENT);
1871         bot_list = world;
1872         prevbot = world;
1873         while (e)
1874         {
1875                 player_count = player_count + 1;
1876                 e.nextplayer = e.chain;
1877                 if (clienttype(e) == CLIENTTYPE_BOT)
1878                 {
1879                         if (prevbot)
1880                                 prevbot.nextbot = e;
1881                         else
1882                                 bot_list = e;
1883                         prevbot = e;
1884                         currentbots = currentbots + 1;
1885                 }
1886                 e = e.chain;
1887         }
1888         dprint(strcat("relink: ", ftos(currentbots), " bots seen.\n"));
1889         bot_strategytoken = bot_list;
1890 };
1891
1892 void() havocbot_setupbot;
1893 float JoinBestTeam(entity pl, float only_return_best);
1894
1895 void() bot_clientconnect =
1896 {
1897         if (clienttype(self) != CLIENTTYPE_BOT)
1898                 return;
1899         self.lag_func = bot_lagfunc;
1900         self.isbot = TRUE;
1901         self.createdtime = self.nextthink;
1902         JoinBestTeam(self, FALSE);
1903         havocbot_setupbot();
1904         self.bot_mouseskill=random()-0.5;
1905         self.bot_thinkskill=random()-0.5;
1906         self.bot_predictionskill=random()-0.5;
1907         self.bot_offsetskill=random()-0.5;
1908 };
1909
1910 entity() bot_spawn =
1911 {
1912         local entity oldself, bot;
1913         bot = spawnclient();
1914         if (bot)
1915         {
1916                 currentbots = currentbots + 1;
1917                 oldself = self;
1918                 self = bot;
1919                 bot_setnameandstuff();
1920                 ClientConnect();
1921                 PutClientInServer();
1922                 self = oldself;
1923         }
1924         return bot;
1925 };
1926
1927 void CheckAllowedTeams(entity for_whom); void GetTeamCounts(entity other); float c1, c2, c3, c4;
1928 void() bot_removefromlargestteam =
1929 {
1930         local float besttime, bestcount, thiscount;
1931         local entity best, head;
1932         CheckAllowedTeams(world);
1933         GetTeamCounts(world);
1934         head = findchainfloat(isbot, TRUE);
1935         if (!head)
1936                 return;
1937         best = head;
1938         besttime = head.createdtime;
1939         bestcount = 0;
1940         while (head)
1941         {
1942                 if(head.team == COLOR_TEAM1)
1943                         thiscount = c1;
1944                 else if(head.team == COLOR_TEAM2)
1945                         thiscount = c2;
1946                 else if(head.team == COLOR_TEAM3)
1947                         thiscount = c3;
1948                 else if(head.team == COLOR_TEAM4)
1949                         thiscount = c4;
1950                 else
1951                         thiscount = 0;
1952                 if (thiscount > bestcount)
1953                 {
1954                         bestcount = thiscount;
1955                         besttime = head.createdtime;
1956                         best = head;
1957                 }
1958                 else if (thiscount == bestcount && besttime < head.createdtime)
1959                 {
1960                         besttime = head.createdtime;
1961                         best = head;
1962                 }
1963                 head = head.chain;
1964         }
1965         currentbots = currentbots - 1;
1966         dropclient(best);
1967 };
1968
1969 void() bot_removenewest =
1970 {
1971         local float besttime;
1972         local entity best, head;
1973
1974         if(teams_matter)
1975         {
1976                 bot_removefromlargestteam();
1977                 return;
1978         }
1979
1980         head = findchainfloat(isbot, TRUE);
1981         if (!head)
1982                 return;
1983         best = head;
1984         besttime = head.createdtime;
1985         while (head)
1986         {
1987                 if (besttime < head.createdtime)
1988                 {
1989                         besttime = head.createdtime;
1990                         best = head;
1991                 }
1992                 head = head.chain;
1993         }
1994         currentbots = currentbots - 1;
1995         dropclient(best);
1996 };
1997
1998 float botframe_waypointeditorlightningtime;
1999 void() botframe_showwaypointlinks =
2000 {
2001         local entity player, head, w;
2002         if (time < botframe_waypointeditorlightningtime)
2003                 return;
2004         botframe_waypointeditorlightningtime = time + 0.5;
2005         player = find(world, classname, "player");
2006         while (player)
2007         {
2008                 if (!player.isbot)
2009                 if (player.flags & FL_ONGROUND)
2010                 {
2011                         //navigation_testtracewalk = TRUE;
2012                         head = navigation_findnearestwaypoint(player, FALSE);
2013                         //navigation_testtracewalk = FALSE;
2014                         if (head)
2015                         {
2016                                 w = head     ;if (w) te_lightning2(world, w.origin, player.origin);
2017                                 w = head.wp00;if (w) te_lightning2(world, w.origin, head.origin);
2018                                 w = head.wp01;if (w) te_lightning2(world, w.origin, head.origin);
2019                                 w = head.wp02;if (w) te_lightning2(world, w.origin, head.origin);
2020                                 w = head.wp03;if (w) te_lightning2(world, w.origin, head.origin);
2021                                 w = head.wp04;if (w) te_lightning2(world, w.origin, head.origin);
2022                                 w = head.wp05;if (w) te_lightning2(world, w.origin, head.origin);
2023                                 w = head.wp06;if (w) te_lightning2(world, w.origin, head.origin);
2024                                 w = head.wp07;if (w) te_lightning2(world, w.origin, head.origin);
2025                                 w = head.wp08;if (w) te_lightning2(world, w.origin, head.origin);
2026                                 w = head.wp09;if (w) te_lightning2(world, w.origin, head.origin);
2027                                 w = head.wp10;if (w) te_lightning2(world, w.origin, head.origin);
2028                                 w = head.wp11;if (w) te_lightning2(world, w.origin, head.origin);
2029                                 w = head.wp12;if (w) te_lightning2(world, w.origin, head.origin);
2030                                 w = head.wp13;if (w) te_lightning2(world, w.origin, head.origin);
2031                                 w = head.wp14;if (w) te_lightning2(world, w.origin, head.origin);
2032                                 w = head.wp15;if (w) te_lightning2(world, w.origin, head.origin);
2033                                 w = head.wp16;if (w) te_lightning2(world, w.origin, head.origin);
2034                                 w = head.wp17;if (w) te_lightning2(world, w.origin, head.origin);
2035                                 w = head.wp18;if (w) te_lightning2(world, w.origin, head.origin);
2036                                 w = head.wp19;if (w) te_lightning2(world, w.origin, head.origin);
2037                                 w = head.wp20;if (w) te_lightning2(world, w.origin, head.origin);
2038                                 w = head.wp21;if (w) te_lightning2(world, w.origin, head.origin);
2039                                 w = head.wp22;if (w) te_lightning2(world, w.origin, head.origin);
2040                                 w = head.wp23;if (w) te_lightning2(world, w.origin, head.origin);
2041                                 w = head.wp24;if (w) te_lightning2(world, w.origin, head.origin);
2042                                 w = head.wp25;if (w) te_lightning2(world, w.origin, head.origin);
2043                                 w = head.wp26;if (w) te_lightning2(world, w.origin, head.origin);
2044                                 w = head.wp27;if (w) te_lightning2(world, w.origin, head.origin);
2045                                 w = head.wp28;if (w) te_lightning2(world, w.origin, head.origin);
2046                                 w = head.wp29;if (w) te_lightning2(world, w.origin, head.origin);
2047                                 w = head.wp30;if (w) te_lightning2(world, w.origin, head.origin);
2048                                 w = head.wp31;if (w) te_lightning2(world, w.origin, head.origin);
2049                         }
2050                 }
2051                 player = find(player, classname, "player");
2052         }
2053 };
2054
2055 entity botframe_dangerwaypoint;
2056 void() botframe_updatedangerousobjects =
2057 {
2058         local entity head, bot_dodgelist;
2059         local vector m1, m2, v;
2060         local float c, d, danger;
2061         c = 0;
2062         bot_dodgelist = findchainfloat(bot_dodge, TRUE);
2063         botframe_dangerwaypoint = find(botframe_dangerwaypoint, classname, "waypoint");
2064         while (botframe_dangerwaypoint != world)
2065         {
2066                 danger = 0;
2067                 m1 = botframe_dangerwaypoint.mins;
2068                 m2 = botframe_dangerwaypoint.maxs;
2069                 head = bot_dodgelist;
2070                 while (head)
2071                 {
2072                         v = head.origin;
2073                         v_x = bound(m1_x, v_x, m2_x);
2074                         v_y = bound(m1_y, v_y, m2_y);
2075                         v_z = bound(m1_z, v_z, m2_z);
2076                         d = head.bot_dodgerating - vlen(head.origin - v);
2077                         if (d > 0)
2078                         {
2079                                 traceline(head.origin, v, TRUE, world);
2080                                 if (trace_fraction == 1)
2081                                         danger = danger + d;
2082                         }
2083                         head = head.chain;
2084                 }
2085                 botframe_dangerwaypoint.dmg = danger;
2086                 c = c + 1;
2087                 if (c >= 256)
2088                         break;
2089                 botframe_dangerwaypoint = find(botframe_dangerwaypoint, classname, "waypoint");
2090         }
2091 };
2092
2093
2094 float botframe_spawnedwaypoints;
2095 float botframe_nextthink;
2096
2097 float autoskill_nextthink;
2098 .float totalfrags_lastcheck;
2099 void(float factor) autoskill =
2100 {
2101         float bestbot;
2102         float bestplayer;
2103         entity head;
2104
2105         bestbot = -1;
2106         bestplayer = -1;
2107         FOR_EACH_PLAYER(head)
2108         {
2109                 if(clienttype(head) == CLIENTTYPE_REAL)
2110                         bestplayer = max(bestplayer, head.totalfrags - head.totalfrags_lastcheck);
2111                 else
2112                         bestbot = max(bestbot, head.totalfrags - head.totalfrags_lastcheck);
2113         }
2114
2115         dprint("autoskill: best player got ", ftos(bestplayer), ", ");
2116         dprint("best bot got ", ftos(bestbot), "; ");
2117         if(bestbot < 0 || bestplayer < 0)
2118         {
2119                 dprint("not doing anything\n");
2120                 // don't return, let it reset all counters below
2121         }
2122         else if(bestbot <= bestplayer * factor - 2)
2123         {
2124                 if(cvar("skill") < 17)
2125                 {
2126                         dprint("2 frags difference, increasing skill\n");
2127                         cvar_set("skill", ftos(cvar("skill") + 1));
2128                         bprint("^2SKILL UP!^7 Now at level ", ftos(cvar("skill")), "\n");
2129                 }
2130         }
2131         else if(bestbot >= bestplayer * factor + 2)
2132         {
2133                 if(cvar("skill") > 0)
2134                 {
2135                         dprint("2 frags difference, decreasing skill\n");
2136                         cvar_set("skill", ftos(cvar("skill") - 1));
2137                         bprint("^1SKILL DOWN!^7 Now at level ", ftos(cvar("skill")), "\n");
2138                 }
2139         }
2140         else
2141         {
2142                 dprint("not doing anything\n");
2143                 return;
2144                 // don't reset counters, wait for them to accumulate
2145         }
2146
2147         FOR_EACH_PLAYER(head)
2148                 head.totalfrags_lastcheck = head.totalfrags;
2149 }
2150
2151 void() bot_serverframe =
2152 {
2153         float realplayers, bots, activerealplayers;
2154         entity head;
2155
2156         if (intermission_running)
2157                 return;
2158
2159         if (time < 2)
2160                 return;
2161
2162         if(time > autoskill_nextthink)
2163         {
2164                 float a;
2165                 a = cvar("skill_auto");
2166                 if(!cvar("g_campaign"))
2167                         if(a)
2168                                 autoskill(a);
2169                 autoskill_nextthink = time + 5;
2170         }
2171
2172         activerealplayers = 0;
2173         realplayers = 0;
2174
2175         FOR_EACH_REALCLIENT(head)
2176         {
2177                 if(head.classname == "player" || g_lms || g_arena)
2178                         ++activerealplayers;
2179                 ++realplayers;
2180         }
2181
2182         // add/remove bots if needed to make sure there are at least
2183         // minplayers+bot_number, or remove all bots if no one is playing
2184         // But don't remove bots immediately on level change, as the real players
2185         // usually haven't rejoined yet
2186         bots_would_leave = FALSE;
2187         if (realplayers || cvar("bot_join_empty") || (currentbots > 0 && time < 5))
2188         {
2189                 float realminplayers, minplayers;
2190                 realminplayers = cvar("minplayers");
2191                 minplayers = max(0, floor(realminplayers));
2192
2193                 float realminbots, minbots;
2194                 if(cvar("bot_vs_human"))
2195                         realminbots = ceil(fabs(cvar("bot_vs_human")) * activerealplayers);
2196                 else
2197                         realminbots = cvar("bot_number");
2198                 minbots = max(0, floor(realminbots));
2199
2200                 bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
2201                 if(bots > minbots)
2202                         bots_would_leave = TRUE;
2203         }
2204         else
2205         {
2206                 // if there are no players, remove bots
2207                 bots = 0;
2208         }
2209
2210         bot_ignore_bots = cvar("bot_ignore_bots");
2211
2212         // only add one bot per frame to avoid utter chaos
2213         if(time > botframe_nextthink)
2214         {
2215                 //dprint(ftos(bots), " ? ", ftos(currentbots), "\n");
2216                 while (currentbots < bots)
2217                 {
2218                         if (bot_spawn() == world)
2219                         {
2220                                 bprint("Can not add bot, server full.\n");
2221                                 botframe_nextthink = time + 10;
2222                                 break;
2223                         }
2224                 }
2225                 while (currentbots > bots)
2226                         bot_removenewest();
2227         }
2228
2229         if(botframe_spawnedwaypoints)
2230         {
2231                 if(cvar("waypoint_benchmark"))
2232                         localcmd("quit\n");
2233         }
2234
2235         if (currentbots > 0 || cvar("g_waypointeditor"))
2236         if (!botframe_spawnedwaypoints)
2237         {
2238                 botframe_spawnedwaypoints = TRUE;
2239                 waypoint_loadall();
2240                 waypoint_schedulerelinkall();
2241         }
2242
2243         if (bot_list)
2244         {
2245                 // cycle the goal token from one bot to the next each frame
2246                 // (this prevents them from all doing waypoint searches on the same
2247                 //  frame, which causes choppy framerates)
2248                 if (bot_strategytoken)
2249                         bot_strategytoken = bot_strategytoken.nextbot;
2250                 if (!bot_strategytoken)
2251                         bot_strategytoken = bot_list;
2252
2253                 botframe_updatedangerousobjects();
2254         }
2255
2256         if (cvar("g_waypointeditor"))
2257                 botframe_showwaypointlinks();
2258 };