]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/bots.qc
move waypoints out of solid when needed;
[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;
469         //dprint("waypoint_think wpisbox = ", ftos(self.wpisbox), "\n");
470         sm1 = self.origin + self.mins;
471         sm2 = self.origin + self.maxs;
472         e = find(world, classname, "waypoint");
473         stepheightvec = cvar("sv_stepheight") * '0 0 1';
474         while (e)
475         {
476                 if (boxesoverlap(self.absmin, self.absmax, e.absmin, e.absmax))
477                 {
478                         waypoint_addlink(self, e);
479                         waypoint_addlink(e, self);
480                 }
481                 else
482                 {
483                         sv = e.origin;
484                         sv_x = bound(sm1_x, sv_x, sm2_x);
485                         sv_y = bound(sm1_y, sv_y, sm2_y);
486                         sv_z = bound(sm1_z, sv_z, sm2_z);
487                         ev = self.origin;
488                         em1 = e.origin + e.mins;
489                         em2 = e.origin + e.maxs;
490                         ev_x = bound(em1_x, ev_x, em2_x);
491                         ev_y = bound(em1_y, ev_y, em2_y);
492                         ev_z = bound(em1_z, ev_z, em2_z);
493                         if (vlen(ev - sv) < self.wp31mincost)
494                         {
495                                 navigation_testtracewalk = 0;
496                                 if (!self.wpisbox)
497                                 {
498                                         tracebox(sv - PL_MIN_z * '0 0 1', PL_MIN, PL_MAX, sv, FALSE, self);
499                                         if (!trace_startsolid)
500                                         {
501                                                 //dprint("sv deviation", vtos(trace_endpos - sv), "\n");
502                                                 sv = trace_endpos + '0 0 1';
503                                         }
504                                 }
505                                 if (!e.wpisbox)
506                                 {
507                                         tracebox(ev - PL_MIN_z * '0 0 1', PL_MIN, PL_MAX, ev, FALSE, e);
508                                         if (!trace_startsolid)
509                                         {
510                                                 //dprint("ev deviation", vtos(trace_endpos - ev), "\n");
511                                                 ev = trace_endpos + '0 0 1';
512                                         }
513                                 }
514                                 //traceline(self.origin, e.origin, FALSE, world);
515                                 //if (trace_fraction == 1)
516                                 if (!self.wpisbox)
517                                 if (tracewalk(self, sv, PL_MIN, PL_MAX, ev))
518                                         waypoint_addlink(self, e);
519                                 if (!e.wpisbox)
520                                 if (tracewalk(e, ev, PL_MIN, PL_MAX, sv))
521                                         waypoint_addlink(e, self);
522                         }
523                 }
524                 e = find(e, classname, "waypoint");
525         }
526         navigation_testtracewalk = 0;
527 };
528
529 void(entity wp) waypoint_clearlinks =
530 {
531         // clear links to other waypoints
532         local float f;
533         f = 1050; // maximum search range for other waypoints
534         wp.wp00 = wp.wp01 = wp.wp02 = wp.wp03 = wp.wp04 = wp.wp05 = wp.wp06 = wp.wp07 = world;wp.wp00mincost = wp.wp01mincost = wp.wp02mincost = wp.wp03mincost = wp.wp04mincost = wp.wp05mincost = wp.wp06mincost = wp.wp07mincost = f;
535         wp.wp08 = wp.wp09 = wp.wp10 = wp.wp11 = wp.wp12 = wp.wp13 = wp.wp14 = wp.wp15 = world;wp.wp08mincost = wp.wp09mincost = wp.wp10mincost = wp.wp11mincost = wp.wp12mincost = wp.wp13mincost = wp.wp14mincost = wp.wp15mincost = f;
536         wp.wp16 = wp.wp17 = wp.wp18 = wp.wp19 = wp.wp20 = wp.wp21 = wp.wp22 = wp.wp23 = world;wp.wp16mincost = wp.wp17mincost = wp.wp18mincost = wp.wp19mincost = wp.wp20mincost = wp.wp21mincost = wp.wp22mincost = wp.wp23mincost = f;
537         wp.wp24 = wp.wp25 = wp.wp26 = wp.wp27 = wp.wp28 = wp.wp29 = wp.wp30 = wp.wp31 = world;wp.wp24mincost = wp.wp25mincost = wp.wp26mincost = wp.wp27mincost = wp.wp28mincost = wp.wp29mincost = wp.wp30mincost = wp.wp31mincost = f;
538 };
539
540 // tell a waypoint to relink
541 void(entity wp) waypoint_schedulerelink =
542 {
543         if (wp == world)
544                 return;
545         // TODO: add some sort of visible box in edit mode for box waypoints
546         if (cvar("g_waypointeditor"))
547         {
548                 local vector m1, m2;
549                 m1 = wp.mins;
550                 m2 = wp.maxs;
551                 setmodel(wp, "models/runematch/rune.mdl"); wp.effects = EF_LOWPRECISION;
552                 setsize(wp, m1, m2);
553         }
554         else
555                 wp.model = "";
556         wp.wpisbox = vlen(wp.size) > 0;
557         wp.enemy = world;
558         wp.owner = world;
559         if (!(wp.wpflags & WAYPOINTFLAG_NORELINK))
560                 waypoint_clearlinks(wp);
561         // schedule an actual relink on next frame
562         wp.think = waypoint_think;
563         wp.nextthink = time;
564         wp.effects = EF_LOWPRECISION;
565 }
566
567 // create a new waypoint and automatically link it to other waypoints, and link
568 // them back to it as well
569 // (suitable for waypoint editor)
570 entity(vector m1, vector m2, float f) waypoint_spawn =
571 {
572         local entity w;
573         local vector org;
574         org = (m1 + m2) * 0.5;
575         m1 = m1 - org;
576         m2 = m2 - org;
577         w = find(world, classname, "waypoint");
578         while (w)
579         {
580                 // if a matching waypoint already exists, don't add a duplicate
581                 if (w.origin == org && w.mins == m1 && w.maxs == m2)
582                         return w;
583                 w = find(w, classname, "waypoint");
584         }
585         w = spawn();
586         w.classname = "waypoint";
587         w.wpflags = f;
588         setorigin(w, org);
589         setsize(w, PL_MIN + m1, PL_MAX + m2);
590         move_out_of_solid(w);
591         setsize(w, m1, m2);
592
593         waypoint_clearlinks(w);
594         //waypoint_schedulerelink(w);
595         return w;
596 };
597
598 // waypoint map entity
599 void() waypoint =
600 {
601         setorigin(self, self.origin);
602         // schedule a relink after other waypoints have had a chance to spawn
603         waypoint_clearlinks(self);
604         //waypoint_schedulerelink(self);
605 };
606
607 // remove a waypoint, and schedule all neighbors to relink
608 void(entity e) waypoint_remove =
609 {
610         // tell all linked waypoints that they need to relink
611         waypoint_schedulerelink(e.wp00);
612         waypoint_schedulerelink(e.wp01);
613         waypoint_schedulerelink(e.wp02);
614         waypoint_schedulerelink(e.wp03);
615         waypoint_schedulerelink(e.wp04);
616         waypoint_schedulerelink(e.wp05);
617         waypoint_schedulerelink(e.wp06);
618         waypoint_schedulerelink(e.wp07);
619         waypoint_schedulerelink(e.wp08);
620         waypoint_schedulerelink(e.wp09);
621         waypoint_schedulerelink(e.wp10);
622         waypoint_schedulerelink(e.wp11);
623         waypoint_schedulerelink(e.wp12);
624         waypoint_schedulerelink(e.wp13);
625         waypoint_schedulerelink(e.wp14);
626         waypoint_schedulerelink(e.wp15);
627         waypoint_schedulerelink(e.wp16);
628         waypoint_schedulerelink(e.wp17);
629         waypoint_schedulerelink(e.wp18);
630         waypoint_schedulerelink(e.wp19);
631         waypoint_schedulerelink(e.wp20);
632         waypoint_schedulerelink(e.wp21);
633         waypoint_schedulerelink(e.wp22);
634         waypoint_schedulerelink(e.wp23);
635         waypoint_schedulerelink(e.wp24);
636         waypoint_schedulerelink(e.wp25);
637         waypoint_schedulerelink(e.wp26);
638         waypoint_schedulerelink(e.wp27);
639         waypoint_schedulerelink(e.wp28);
640         waypoint_schedulerelink(e.wp29);
641         waypoint_schedulerelink(e.wp30);
642         waypoint_schedulerelink(e.wp31);
643         // and now remove the waypoint
644         remove(e);
645 };
646
647 // empties the map of waypoints
648 void() waypoint_removeall =
649 {
650         local entity head, next;
651         head = findchain(classname, "waypoint");
652         while (head)
653         {
654                 next = head.chain;
655                 remove(head);
656                 head = next;
657         }
658 };
659
660 // tell all waypoints to relink
661 // (is this useful at all?)
662 void() waypoint_schedulerelinkall =
663 {
664         local entity head;
665         head = findchain(classname, "waypoint");
666         while (head)
667         {
668                 waypoint_schedulerelink(head);
669                 head = head.chain;
670         }
671 };
672
673 // save waypoints to gamedir/data/maps/mapname.waypoints
674 // TODO: support saving wayboxes
675 void() waypoint_saveall =
676 {
677         local string filename, s;
678         local float file, c;
679         local entity w;
680         filename = strcat("maps/", mapname);
681         filename = strcat(filename, ".waypoints");
682         file = fopen(filename, FILE_WRITE);
683         if (file >= 0)
684         {
685                 c = 0;
686                 w = findchain(classname, "waypoint");
687                 while (w)
688                 {
689                         if (!(w.wpflags & WAYPOINTFLAG_GENERATED))
690                         {
691                                 s = strcat(vtos(w.origin + w.mins), "\n");
692                                 s = strcat(s, vtos(w.origin + w.maxs));
693                                 s = strcat(s, "\n");
694                                 s = strcat(s, ftos(w.wpflags));
695                                 s = strcat(s, "\n");
696                                 fputs(file, s);
697                                 c = c + 1;
698                         }
699                         w = w.chain;
700                 }
701                 fclose(file);
702                 bprint("saved ");
703                 bprint(ftos(c));
704                 bprint(" waypoints to maps/");
705                 bprint(mapname);
706                 bprint(".waypoints\n");
707         }
708         else
709         {
710                 bprint("waypoint save to ");
711                 bprint(filename);
712                 bprint(" failed\n");
713         }
714 };
715
716 // load waypoints from file
717 float() waypoint_loadall =
718 {
719         local string filename, s;
720         local float file, cwp, cwb, fl;
721         local vector m1, m2;
722         cwp = 0;
723         cwb = 0;
724         filename = strcat("maps/", mapname);
725         filename = strcat(filename, ".waypoints");
726         file = fopen(filename, FILE_READ);
727         if (file >= 0)
728         {
729                 while (1)
730                 {
731                         s = fgets(file);
732                         if (!s)
733                                 break;
734                         m1 = stov(s);
735                         s = fgets(file);
736                         if (!s)
737                                 break;
738                         m2 = stov(s);
739                         s = fgets(file);
740                         if (!s)
741                                 break;
742                         fl = stof(s);
743                         waypoint_spawn(m1, m2, fl);
744                         if (m1 == m2)
745                                 cwp = cwp + 1;
746                         else
747                                 cwb = cwb + 1;
748                 }
749                 fclose(file);
750                 dprint("loaded ");
751                 dprint(ftos(cwp));
752                 dprint(" waypoints and ");
753                 dprint(ftos(cwb));
754                 dprint(" wayboxes from maps/");
755                 dprint(mapname);
756                 dprint(".waypoints\n");
757         }
758         else
759         {
760                 dprint("waypoint load from ");
761                 dprint(filename);
762                 dprint(" failed\n");
763         }
764         return cwp + cwb;
765 };
766
767 void(entity e) waypoint_spawnforitem =
768 {
769         local entity w;
770         local vector org;
771
772         if(!bot_waypoints_for_items)
773                 return;
774
775         org = e.origin + (e.mins + e.maxs) * 0.5;
776         org_z = e.origin_z + e.mins_z - PL_MIN_z + 1;
777         e.nearestwaypointtimeout = time + 1000000000;
778         // don't spawn an item waypoint if it already exists
779         w = findchain(classname, "waypoint");
780         while (w)
781         {
782                 if (vlen(w.size) > 1)
783                 {
784                         if (boxesoverlap(org, org, w.absmin, w.absmax))
785                         {
786                                 e.nearestwaypoint = w;
787                                 return;
788                         }
789                 }
790                 else
791                 {
792                         if (vlen(w.origin - org) < 16)
793                         {
794                                 e.nearestwaypoint = w;
795                                 return;
796                         }
797                 }
798                 w = w.chain;
799         }
800         e.nearestwaypoint = waypoint_spawn(org, org, WAYPOINTFLAG_GENERATED | WAYPOINTFLAG_ITEM);
801 };
802
803 void(entity e, vector destination, float timetaken) waypoint_spawnforteleporter =
804 {
805         local entity w;
806         local entity dw;
807         w = waypoint_spawn(e.absmin, e.absmax, WAYPOINTFLAG_GENERATED | WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_NORELINK);
808         dw = waypoint_spawn(destination, destination, WAYPOINTFLAG_GENERATED);
809         // one way link to the destination
810         w.wp00 = dw;
811         w.wp00mincost = timetaken; // this is just for jump pads
812         // the teleporter's nearest waypoint is this one
813         // (teleporters are not goals, so this is probably useless)
814         e.nearestwaypoint = w;
815         e.nearestwaypointtimeout = time + 1000000000;
816 };
817
818
819
820
821
822 /////////////////////////////////////////////////////////////////////////////
823 // goal stack
824 /////////////////////////////////////////////////////////////////////////////
825
826 // completely empty the goal stack, used when deciding where to go
827 void() navigation_clearroute =
828 {
829         self.goalcurrent = world;
830         self.goalstack01 = world;
831         self.goalstack02 = world;
832         self.goalstack03 = world;
833         self.goalstack04 = world;
834         self.goalstack05 = world;
835         self.goalstack06 = world;
836         self.goalstack07 = world;
837         self.goalstack08 = world;
838         self.goalstack09 = world;
839         self.goalstack10 = world;
840         self.goalstack11 = world;
841         self.goalstack12 = world;
842         self.goalstack13 = world;
843         self.goalstack14 = world;
844         self.goalstack15 = world;
845         self.goalstack16 = world;
846         self.goalstack17 = world;
847         self.goalstack18 = world;
848         self.goalstack19 = world;
849         self.goalstack20 = world;
850         self.goalstack21 = world;
851         self.goalstack22 = world;
852         self.goalstack23 = world;
853         self.goalstack24 = world;
854         self.goalstack25 = world;
855         self.goalstack26 = world;
856         self.goalstack27 = world;
857         self.goalstack28 = world;
858         self.goalstack29 = world;
859         self.goalstack30 = world;
860         self.goalstack31 = world;
861 };
862
863 // add a new goal at the beginning of the stack
864 // (in other words: add a new prerequisite before going to the later goals)
865 void(entity e) navigation_pushroute =
866 {
867         self.goalstack31 = self.goalstack30;
868         self.goalstack30 = self.goalstack29;
869         self.goalstack29 = self.goalstack28;
870         self.goalstack28 = self.goalstack27;
871         self.goalstack27 = self.goalstack26;
872         self.goalstack26 = self.goalstack25;
873         self.goalstack25 = self.goalstack24;
874         self.goalstack24 = self.goalstack23;
875         self.goalstack23 = self.goalstack22;
876         self.goalstack22 = self.goalstack21;
877         self.goalstack21 = self.goalstack20;
878         self.goalstack20 = self.goalstack19;
879         self.goalstack19 = self.goalstack18;
880         self.goalstack18 = self.goalstack17;
881         self.goalstack17 = self.goalstack16;
882         self.goalstack16 = self.goalstack15;
883         self.goalstack15 = self.goalstack14;
884         self.goalstack14 = self.goalstack13;
885         self.goalstack13 = self.goalstack12;
886         self.goalstack12 = self.goalstack11;
887         self.goalstack11 = self.goalstack10;
888         self.goalstack10 = self.goalstack09;
889         self.goalstack09 = self.goalstack08;
890         self.goalstack08 = self.goalstack07;
891         self.goalstack07 = self.goalstack06;
892         self.goalstack06 = self.goalstack05;
893         self.goalstack05 = self.goalstack04;
894         self.goalstack04 = self.goalstack03;
895         self.goalstack03 = self.goalstack02;
896         self.goalstack02 = self.goalstack01;
897         self.goalstack01 = self.goalcurrent;
898         self.goalcurrent = e;
899 };
900
901 // remove first goal from stack
902 // (in other words: remove a prerequisite for reaching the later goals)
903 // (used when a waypoint is reached)
904 void() navigation_poproute =
905 {
906         self.goalcurrent = self.goalstack01;
907         self.goalstack01 = self.goalstack02;
908         self.goalstack02 = self.goalstack03;
909         self.goalstack03 = self.goalstack04;
910         self.goalstack04 = self.goalstack05;
911         self.goalstack05 = self.goalstack06;
912         self.goalstack06 = self.goalstack07;
913         self.goalstack07 = self.goalstack08;
914         self.goalstack08 = self.goalstack09;
915         self.goalstack09 = self.goalstack10;
916         self.goalstack10 = self.goalstack11;
917         self.goalstack11 = self.goalstack12;
918         self.goalstack12 = self.goalstack13;
919         self.goalstack13 = self.goalstack14;
920         self.goalstack14 = self.goalstack15;
921         self.goalstack15 = self.goalstack16;
922         self.goalstack16 = self.goalstack17;
923         self.goalstack17 = self.goalstack18;
924         self.goalstack18 = self.goalstack19;
925         self.goalstack19 = self.goalstack20;
926         self.goalstack20 = self.goalstack21;
927         self.goalstack21 = self.goalstack22;
928         self.goalstack22 = self.goalstack23;
929         self.goalstack23 = self.goalstack24;
930         self.goalstack24 = self.goalstack25;
931         self.goalstack25 = self.goalstack26;
932         self.goalstack26 = self.goalstack27;
933         self.goalstack27 = self.goalstack28;
934         self.goalstack28 = self.goalstack29;
935         self.goalstack29 = self.goalstack30;
936         self.goalstack30 = self.goalstack31;
937         self.goalstack31 = world;
938 };
939
940 // find the waypoint near a dynamic goal such as a dropped weapon
941 entity(entity player, float walkfromwp) navigation_findnearestwaypoint =
942 {
943         local entity waylist, w, best;
944         local float dist, bestdist;
945         local vector v, org;
946         org = player.origin + (player.mins_z - PL_MIN_z) * '0 0 1';
947         if(player.tag_entity)
948                 org = org + player.tag_entity.origin;
949         if (navigation_testtracewalk)
950                 te_plasmaburn(org);
951         best = world;
952         bestdist = 1000;
953         waylist = findchain(classname, "waypoint");
954         // do two scans, because box test is cheaper
955         w = waylist;
956         while (w)
957         {
958                 // if object is touching waypoint
959                 if (boxesoverlap(org, org, w.absmin, w.absmax))
960                         return w;
961                 w = w.chain;
962         }
963         // box check failed, try walk
964         w = waylist;
965         while (w)
966         {
967                 // if object can walk from waypoint
968                 if (w.wpisbox)
969                 {
970                         local vector wm1, wm2;
971                         wm1 = w.origin + w.mins;
972                         wm2 = w.origin + w.maxs;
973                         v_x = bound(wm1_x, org_x, wm2_x);
974                         v_y = bound(wm1_y, org_y, wm2_y);
975                         v_z = bound(wm1_z, org_z, wm2_z);
976                 }
977                 else
978                         v = w.origin;
979                 dist = vlen(v - org);
980                 if (bestdist > dist)
981                 {
982                         if (walkfromwp)
983                         {
984                                 traceline(v, org, TRUE, player);
985                                 if (trace_fraction == 1)
986                                 if (tracewalk(player, v, PL_MIN, PL_MAX, org))
987                                 {
988                                         bestdist = dist;
989                                         best = w;
990                                 }
991                         }
992                         else
993                         {
994                                 traceline(v, org, TRUE, player);
995                                 if (trace_fraction == 1)
996                                 if (tracewalk(player, org, PL_MIN, PL_MAX, v))
997                                 {
998                                         bestdist = dist;
999                                         best = w;
1000                                 }
1001                         }
1002                 }
1003                 w = w.chain;
1004         }
1005         return best;
1006 }
1007
1008 // finds the waypoints near the bot initiating a navigation query
1009 void() navigation_markroutes_nearestwaypoints =
1010 {
1011         local entity head;
1012         local float dist;
1013         local vector v, m1, m2;
1014         //navigation_testtracewalk = TRUE;
1015         head = findchain(classname, "waypoint");
1016         while (head)
1017         {
1018                 m1 = head.origin + head.mins;
1019                 m2 = head.origin + head.maxs;
1020                 v = self.origin;
1021                 v_x = bound(m1_x, v_x, m2_x);
1022                 v_y = bound(m1_y, v_y, m2_y);
1023                 v_z = bound(m1_z, v_z, m2_z);
1024                 dist = vlen(v - self.origin);
1025                 if (dist < 1000)
1026                 {
1027                         if (dist < 4)
1028                         {
1029                                 // if bot is very near a waypoint don't bother doing a trace
1030                                 head.wpnearestpoint = v;
1031                                 head.wpcost = dist + head.dmg;
1032                                 head.wpfire = 1;
1033                                 head.enemy = world;
1034                         }
1035                         else
1036                         {
1037                                 tracebox(self.origin, '-16 -16 0', '16 16 0', v, TRUE, self);
1038                                 if (trace_fraction == 1)
1039                                 {
1040                                         if (tracewalk(self, self.origin, self.mins, self.maxs, v))
1041                                         {
1042                                                 head.wpnearestpoint = v;
1043                                                 head.wpcost = dist + head.dmg;
1044                                                 head.wpfire = 1;
1045                                                 head.enemy = world;
1046                                         }
1047                                 }
1048                         }
1049                 }
1050                 head = head.chain;
1051         }
1052         //navigation_testtracewalk = FALSE;
1053 }
1054
1055 // updates a path link if a waypoint link is better than the current one
1056 void(entity w, entity wp, float cost2, vector p) navigation_markroutes_checkwaypoint =
1057 {
1058         local vector m1;
1059         local vector m2;
1060         local vector v;
1061         if (wp.wpisbox)
1062         {
1063                 m1 = wp.absmin;
1064                 m2 = wp.absmax;
1065                 v_x = bound(m1_x, p_x, m2_x);
1066                 v_y = bound(m1_y, p_y, m2_y);
1067                 v_z = bound(m1_z, p_z, m2_z);
1068         }
1069         else
1070                 v = wp.origin;
1071         cost2 = cost2 + vlen(v);
1072         if (wp.wpcost > cost2)
1073         {
1074                 wp.wpcost = cost2;
1075                 wp.enemy = w;
1076                 wp.wpfire = 1;
1077                 wp.wpnearestpoint = v;
1078         }
1079 };
1080
1081 // queries the entire waypoint network for pathes leading away from the bot
1082 void() navigation_markroutes =
1083 {
1084         local entity w, wp, waylist;
1085         local float searching, cost, cost2;
1086         local vector p;
1087         w = waylist = findchain(classname, "waypoint");
1088         while (w)
1089         {
1090                 w.wpnearestpoint = '0 0 0';
1091                 w.wpcost = 10000000;
1092                 w.wpfire = 0;
1093                 w.enemy = world;
1094                 w = w.chain;
1095         }
1096         navigation_markroutes_nearestwaypoints();
1097         searching = TRUE;
1098         while (searching)
1099         {
1100                 searching = FALSE;
1101                 w = waylist;
1102                 while (w)
1103                 {
1104                         if (w.wpfire)
1105                         {
1106                                 searching = TRUE;
1107                                 w.wpfire = 0;
1108                                 cost = w.wpcost;
1109                                 p = w.wpnearestpoint;
1110                                 wp = w.wp00;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp00mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1111                                 wp = w.wp01;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp01mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1112                                 wp = w.wp02;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp02mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1113                                 wp = w.wp03;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp03mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1114                                 wp = w.wp04;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp04mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1115                                 wp = w.wp05;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp05mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1116                                 wp = w.wp06;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp06mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1117                                 wp = w.wp07;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp07mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1118                                 wp = w.wp08;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp08mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1119                                 wp = w.wp09;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp09mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1120                                 wp = w.wp10;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp10mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1121                                 wp = w.wp11;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp11mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1122                                 wp = w.wp12;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp12mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1123                                 wp = w.wp13;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp13mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1124                                 wp = w.wp14;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp14mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1125                                 wp = w.wp15;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp15mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1126                                 wp = w.wp16;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp16mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1127                                 wp = w.wp17;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp17mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1128                                 wp = w.wp18;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp18mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1129                                 wp = w.wp19;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp19mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1130                                 wp = w.wp20;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp20mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1131                                 wp = w.wp21;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp21mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1132                                 wp = w.wp22;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp22mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1133                                 wp = w.wp23;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp23mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1134                                 wp = w.wp24;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp24mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1135                                 wp = w.wp25;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp25mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1136                                 wp = w.wp26;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp26mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1137                                 wp = w.wp27;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp27mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1138                                 wp = w.wp28;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp28mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1139                                 wp = w.wp29;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp29mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1140                                 wp = w.wp30;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp30mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1141                                 wp = w.wp31;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp31mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1142                                 }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
1143                         }
1144                         w = w.chain;
1145                 }
1146         }
1147 };
1148
1149 // updates the best goal according to a weighted calculation of travel cost and item value of a new proposed item
1150 void(entity e, float f) navigation_routerating =
1151 {
1152         if (!e)
1153                 return;
1154         //te_wizspike(e.origin);
1155         //bprint(etos(e));
1156         //bprint("\n");
1157         // update the cached waypoint link on a dynamic item entity
1158         if (time > e.nearestwaypointtimeout)
1159         {
1160                 e.nearestwaypoint = navigation_findnearestwaypoint(e, TRUE);
1161                 e.nearestwaypointtimeout = time + random() * 3 + 5;
1162         }
1163         if (e.nearestwaypoint)
1164         if (e.nearestwaypoint.wpcost < 10000000)
1165         {
1166                 //te_wizspike(e.nearestwaypoint.wpnearestpoint);
1167                 f = f / ((e.nearestwaypoint.wpcost + vlen(e.origin - e.nearestwaypoint.wpnearestpoint)) * 0.001 + 1);
1168                 if (navigation_bestrating < f)
1169                 {
1170                         navigation_bestrating = f;
1171                         navigation_bestgoal = e;
1172                 }
1173         }
1174 };
1175
1176 // replaces the goal stack with the path to a given item
1177 void(entity e) navigation_routetogoal =
1178 {
1179         // if already going to this goal, don't stop
1180         //if (self.goalentity == e)
1181         //      return;
1182         // clear the route and add the new one
1183         navigation_clearroute();
1184         self.goalentity = e;
1185         // if there is no goal, just exit
1186         if (!e)
1187                 return;
1188         // put the entity on the goal stack as the only item
1189         navigation_pushroute(e);
1190         //te_smallflash((e.absmin + e.absmax) * 0.5);
1191         //bprint("navigation_routetogoal(");
1192         //bprint(etos(e));
1193         //bprint(") : ");
1194         //bprint(etos(e));
1195         tracebox(self.origin, '-16 -16 0', '16 16 0', e.origin, TRUE, self);
1196         if (trace_fraction == 1)
1197         if (tracewalk(self, self.origin, PL_MIN, PL_MAX, e.origin))
1198                 return;
1199         // see if there are waypoints describing a path to the item
1200         e = e.nearestwaypoint;
1201         while (e != world)
1202         {
1203                 //bprint(" ");
1204                 //bprint(etos(e));
1205                 //te_smallflash((e.absmin + e.absmax) * 0.5);
1206                 //tracebox(self.origin, '-16 -16 0', '16 16 0', e.origin, TRUE, self);
1207                 //if (trace_fraction == 1)
1208                 //if (tracewalk(self, self.origin, PL_MIN, PL_MAX, e.origin))
1209                 //      break;
1210                 // add the waypoint to the path
1211                 navigation_pushroute(e);
1212                 e = e.enemy;
1213         }
1214         //bprint("\n");
1215 };
1216
1217 // removes any currently touching waypoints from the goal stack
1218 // (this is how bots detect if they have reached a goal)
1219 void() navigation_poptouchedgoals =
1220 {
1221         local vector org, m1, m2;
1222         org = self.origin;// + self.velocity * 0.1;
1223         m1 = org + self.mins;
1224         m2 = org + self.maxs;
1225         while (self.goalcurrent && boxesoverlap(m1, m2, self.goalcurrent.absmin, self.goalcurrent.absmax))
1226                 navigation_poproute();
1227 }
1228
1229 // begin a goal selection session (queries waypoint network)
1230 void() navigation_goalrating_start =
1231 {
1232         navigation_bestrating = -1;
1233         navigation_bestgoal = world;
1234         navigation_markroutes();
1235 };
1236
1237 // ends a goal selection session (updates goal stack to the best goal)
1238 void() navigation_goalrating_end =
1239 {
1240         navigation_routetogoal(navigation_bestgoal);
1241 };
1242
1243
1244
1245
1246
1247 //////////////////////////////////////////////////////////////////////////////
1248 // general bot functions
1249 //////////////////////////////////////////////////////////////////////////////
1250
1251 .float isbot; // true if this client is actually a bot
1252
1253 float skill;
1254 entity bot_list;
1255 .entity nextbot;
1256
1257 float sv_maxspeed;
1258 .float createdtime;
1259
1260 .float bot_attack;
1261 .float bot_dodge;
1262 .float bot_dodgerating;
1263
1264 //.float bot_painintensity;
1265 .float bot_firetimer;
1266 //.float bot_oldhealth;
1267 .void() bot_ai;
1268
1269 .entity bot_aimtarg;
1270 .float bot_aimlatency;
1271 .vector bot_aimselforigin;
1272 .vector bot_aimselfvelocity;
1273 .vector bot_aimtargorigin;
1274 .vector bot_aimtargvelocity;
1275
1276 .float bot_pickup;
1277 .float(entity player, entity item) bot_pickupevalfunc;
1278 .float bot_pickupbasevalue;
1279 .float bot_canfire;
1280
1281 // used for aiming currently
1282 // FIXME: make the weapon code use these and then replace the calculations here with a call to the weapon code
1283 vector shotorg;
1284 vector shotdir;
1285
1286 const float BOTSKINS = 19;
1287 const float BOTNAMES = 32;
1288 string(float r) bot_namefornumber =
1289 {
1290         if (r <  1) return "Thunderstorm";
1291         if (r <  2) return "Darkness";
1292         if (r <  3) return "Scorcher";
1293         if (r <  4) return "Paranoia";
1294         if (r <  5) return "Eureka";
1295         if (r <  6) return "Mystery";
1296         if (r <  7) return "Toxic";
1297         if (r <  8) return "Dominion";
1298         if (r <  9) return "Pegasus";
1299         if (r < 10) return "Sensible";
1300         if (r < 11) return "Gator";
1301         if (r < 12) return "Kangaroo";
1302         if (r < 13) return "Deadline";
1303         if (r < 14) return "Frosty";
1304         if (r < 15) return "Roadkill";
1305         if (r < 16) return "Death";
1306         if (r < 17) return "Panic";
1307         if (r < 18) return "Discovery";
1308         if (r < 19) return "Shadow";
1309         if (r < 20) return "Acidic";
1310         if (r < 21) return "Dominator";
1311         if (r < 22) return "Hellfire";
1312         if (r < 23) return "Necrotic";
1313         if (r < 24) return "Newbie";
1314         if (r < 25) return "Spellbinder";
1315         if (r < 26) return "Lion";
1316         if (r < 27) return "Controlled";
1317         if (r < 28) return "Airhead";
1318         if (r < 29) return "Delirium";
1319         if (r < 30) return "Resurrection";
1320         if (r < 31) return "Danger";
1321         return "Flatline";
1322 };
1323
1324 string(float r) bot_skinfornumber =
1325 {
1326              if (r <  1) {self.playermodel = "models/player/carni.zym"          ;self.playerskin = "0";return "Carni"          ;}
1327         else if (r <  2) {self.playermodel = "models/player/carni.zym"          ;self.playerskin = "1";return "Armored Carni"  ;}
1328         else if (r <  3) {self.playermodel = "models/player/crash.zym"          ;self.playerskin = "0";return "Quark"          ;}
1329         else if (r <  4) {self.playermodel = "models/player/grunt.zym"          ;self.playerskin = "0";return "Grunt"          ;}
1330         else if (r <  5) {self.playermodel = "models/player/headhunter.zym"     ;self.playerskin = "0";return "HeadHunter"     ;}
1331         else if (r <  6) {self.playermodel = "models/player/insurrectionist.zym";self.playerskin = "0";return "Insurrectionist";}
1332         else if (r <  7) {self.playermodel = "models/player/lurk.zym"           ;self.playerskin = "0";return "Lurk"           ;}
1333         else if (r <  8) {self.playermodel = "models/player/lurk.zym"           ;self.playerskin = "1";return "Reptile"        ;}
1334         else if (r <  9) {self.playermodel = "models/player/lycanthrope.zym"    ;self.playerskin = "0";return "Lycanthrope"    ;}
1335         else if (r < 10) {self.playermodel = "models/player/marine.zym"         ;self.playerskin = "0";return "Marine"         ;}
1336         else if (r < 11) {self.playermodel = "models/player/nexus.zym"          ;self.playerskin = "0";return "Nexus"          ;}
1337         else if (r < 12) {self.playermodel = "models/player/nexus.zym"          ;self.playerskin = "1";return "Mulder"         ;}
1338         else if (r < 13) {self.playermodel = "models/player/nexus.zym"          ;self.playerskin = "2";return "Xolar"          ;}
1339         else if (r < 14) {self.playermodel = "models/player/pyria.zym"          ;self.playerskin = "0";return "Pyria"          ;}
1340         else if (r < 15) {self.playermodel = "models/player/shock.zym"          ;self.playerskin = "0";return "Shock"          ;}
1341         else if (r < 16) {self.playermodel = "models/player/skadi.zym"          ;self.playerskin = "0";return "Skadi"          ;}
1342         else if (r < 17) {self.playermodel = "models/player/specop.zym"         ;self.playerskin = "0";return "Specop"         ;}
1343         else             {self.playermodel = "models/player/visitant.zym"       ;self.playerskin = "0";return "Fricka"         ;}
1344 };
1345
1346 void() bot_setnameandstuff =
1347 {
1348         local string name, prefix, suffix;
1349         local float r, b, shirt, pants;
1350
1351         prefix = cvar_string("bot_prefix");
1352         suffix = cvar_string("bot_suffix");
1353
1354         // this is really only a default, JoinBestTeam is called later
1355         pants = bound(0, floor(random() * 13), 13);
1356         //shirt = bound(0, floor(random() * 16), 15);
1357         shirt = pants;
1358         self.clientcolors = shirt * 16 + pants;
1359         self.team = pants + 1;
1360
1361         // now pick a name...
1362
1363         if (cvar("bot_usemodelnames"))
1364         {
1365                 // first see if all skins are taken
1366                 b = 0;
1367                 do
1368                 {
1369                         name = bot_skinfornumber(b);
1370                         b = b + 1;
1371                 }
1372                 while (b < BOTSKINS && find(world, netname, name));
1373
1374                 // randomly pick a skin, if it's taken either repeat until we find one,
1375                 // or give up if we already know all skins are taken
1376                 do
1377                 {
1378                         r = floor(random() * BOTSKINS);
1379                         name = bot_skinfornumber(r);
1380                 }
1381                 while (b < BOTSKINS && find(world, netname, name));
1382         }
1383         else
1384         {
1385                 // first see if all names are taken
1386                 b = 0;
1387                 do
1388                 {
1389                         name = bot_namefornumber(b);
1390                         b = b + 1;
1391                 }
1392                 while (b < BOTNAMES && find(world, netname, name));
1393
1394                 // randomly pick a name, if it's taken either repeat until we find one,
1395                 // or give up if we already know all names are taken
1396                 do
1397                 {
1398                         r = floor(random() * BOTNAMES);
1399                         name = bot_namefornumber(r);
1400                 }
1401                 while (b < BOTNAMES && find(world, netname, name));
1402
1403                 // randomly pick a skin
1404                 bot_skinfornumber(floor(random() * BOTSKINS));
1405         }
1406         if(!cvar("g_campaign"))
1407                 self.netname = strzone(strcat(prefix, name, suffix));
1408         else
1409                 self.netname = name;
1410 };
1411
1412 float bot_ignore_bots; // let bots not attack other bots (only works in non-teamplay)
1413 float(entity e) bot_shouldattack =
1414 {
1415         if (e.team == self.team)
1416         {
1417                 if (e == self)
1418                         return FALSE;
1419                 if (teamplay)
1420                 if (e.team != 0)
1421                         return FALSE;
1422         }
1423         if(!teamplay)
1424                 if(bot_ignore_bots)
1425                         if(clienttype(e) == CLIENTTYPE_BOT)
1426                                 return FALSE;
1427         if (!e.takedamage)
1428                 return FALSE;
1429         if (e.deadflag)
1430                 return FALSE;
1431         if (e.buttonchat)
1432                 return FALSE;
1433         return TRUE;
1434 };
1435
1436 void(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) bot_lagfunc =
1437 {
1438         self.bot_aimtarg = e1;
1439         self.bot_aimlatency = self.ping; // FIXME?  Shouldn't this be in the lag item?
1440         self.bot_aimselforigin = v1;
1441         self.bot_aimselfvelocity = v2;
1442         self.bot_aimtargorigin = v3;
1443         self.bot_aimtargvelocity = v4;
1444         if(skill <= 0)
1445                 self.bot_canfire = (random() < 0.8);
1446         else if(skill <= 1)
1447                 self.bot_canfire = (random() < 0.9);
1448         else if(skill <= 2)
1449                 self.bot_canfire = (random() < 0.95);
1450         else
1451                 self.bot_canfire = 1;
1452 };
1453
1454 .float bot_badaimtime;
1455 .float bot_aimthinktime;
1456 .vector bot_mouseaim;
1457 .vector bot_badaimoffset;
1458 .vector bot_1st_order_aimfilter;
1459 .vector bot_2nd_order_aimfilter;
1460 .vector bot_3th_order_aimfilter;
1461 .vector bot_4th_order_aimfilter;
1462 .vector bot_5th_order_aimfilter;
1463 .vector bot_olddesiredang;
1464 float(vector v, float maxfiredeviation) bot_aimdir =
1465 {
1466 /*
1467         local float snapcos;
1468         local vector olddir, newdir, desireddir;
1469
1470         makevectors(self.v_angle);
1471         olddir = newdir = v_forward;
1472         desireddir = normalize(v);
1473         snapcos = cos(cvar("bot_ai_aimskill_snapangle") * frametime * (skill + 1) * 0.5);
1474         if (desireddir * olddir < v_forward_x)
1475                 newdir = desireddir;
1476         else
1477         {
1478                 local float blendrate;
1479                 blendrate = cvar("bot_ai_aimskill_blendrate") * frametime * (skill + 1) * 0.5;
1480                 newdir = olddir + (desireddir - olddir) * bound(0, blendrate, 1);
1481         }
1482
1483         // decide whether to fire this time
1484         if ((desireddir * newdir) >= cos(maxfiredeviation))
1485                 self.bot_firetimer = time + 0.3;
1486
1487         self.v_angle = vectoangles(newdir);
1488         self.v_angle_x = self.v_angle_x * -1;
1489
1490         makevectors(self.v_angle);
1491         shotorg = self.origin + self.view_ofs;
1492         shotdir = newdir;
1493
1494         return time < self.bot_firetimer;
1495 */
1496
1497         local float dist;
1498         local vector desiredang, diffang;
1499
1500         //dprint("aim ", self.netname, ": old:", vtos(self.v_angle));
1501         // make sure v_angle is sane first
1502         //self.v_angle_x = bound(-180, self.v_angle_x, 180);
1503         //while (self.v_angle_x < -180) self.v_angle_x = self.v_angle_x + 360;
1504         //while (self.v_angle_x >= 180) self.v_angle_x = self.v_angle_x - 360;
1505         while (self.v_angle_y < -180) self.v_angle_y = self.v_angle_y + 360;
1506         while (self.v_angle_y >= 180) self.v_angle_y = self.v_angle_y - 360;
1507         //while (self.v_angle_z < -180) self.v_angle_z = self.v_angle_z + 360;
1508         //while (self.v_angle_z >= 180) self.v_angle_z = self.v_angle_z - 360;
1509         self.v_angle_z = 0;
1510
1511         // get the desired angles to aim at
1512         //dprint(" at:", vtos(v));
1513         v = normalize(v);
1514         //te_lightning2(world, self.origin + self.view_ofs, self.origin + self.view_ofs + v * 200);
1515         if (time >= self.bot_badaimtime)
1516         {
1517                 self.bot_badaimtime = max(self.bot_badaimtime + 0.3, time);
1518                 self.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+self.bot_offsetskill), 5);
1519         }
1520         desiredang = vectoangles(v) + self.bot_badaimoffset*cvar("bot_ai_aimskill_offset");
1521         //dprint(" desired:", vtos(desiredang));
1522         if (desiredang_x >= 180)
1523                 desiredang_x = desiredang_x - 360;
1524         desiredang_x = 0 - desiredang_x;
1525         desiredang_z = self.v_angle_z;
1526         desiredang_x = bound(-90, desiredang_x, 90);
1527         //dprint(" / ", vtos(desiredang));
1528
1529         //// pain throws off aim
1530         //if (self.bot_painintensity)
1531         //{
1532         //      // shake from pain
1533         //      desiredang = desiredang + randomvec() * self.bot_painintensity * 0.2;
1534         //}
1535
1536         // calculate turn angles
1537         diffang = (desiredang - self.bot_olddesiredang)*(1/frametime);
1538         self.bot_olddesiredang = desiredang;
1539         //dprint(" diff:", vtos(diffang));
1540
1541         // wrap yaw turn
1542         while (diffang_y < -180)
1543                 diffang_y = diffang_y + 360;
1544         while (diffang_y >  180)
1545                 diffang_y = diffang_y - 360;
1546
1547         // Here we will try to anticipate the comming aiming direction
1548         self.bot_1st_order_aimfilter= self.bot_1st_order_aimfilter
1549                 + (diffang                      - self.bot_1st_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_1st"),1);
1550         self.bot_2nd_order_aimfilter= self.bot_2nd_order_aimfilter
1551                 + (self.bot_1st_order_aimfilter - self.bot_2nd_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_2nd"),1);
1552         self.bot_3th_order_aimfilter= self.bot_3th_order_aimfilter
1553                 + (self.bot_2nd_order_aimfilter - self.bot_3th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_3th"),1);
1554         self.bot_4th_order_aimfilter= self.bot_4th_order_aimfilter
1555                 + (self.bot_3th_order_aimfilter - self.bot_4th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_4th"),1);
1556         self.bot_5th_order_aimfilter= self.bot_5th_order_aimfilter
1557                 + (self.bot_4th_order_aimfilter - self.bot_5th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_5th"),1);
1558
1559         local float blend;
1560         //blend = (bound(0,skill,10)*0.1)*pow(1-bound(0,skill,10)*0.05,2.5)*5.656854249; //Plot formule before changing !
1561         blend = bound(0,skill,10)*0.1;
1562         desiredang = desiredang + blend *
1563         (
1564                   self.bot_1st_order_aimfilter * cvar("bot_ai_aimskill_order_mix_1st")
1565                 + self.bot_2nd_order_aimfilter * cvar("bot_ai_aimskill_order_mix_2nd")
1566                 + self.bot_3th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_3th")
1567                 + self.bot_4th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_4th")
1568                 + self.bot_5th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_5th")
1569         );
1570         while (desiredang_z < -180)
1571                 desiredang_z = desiredang_z + 360;
1572         while (desiredang_z >  180)
1573                 desiredang_z = desiredang_z - 360;
1574         // calculate turn angles
1575         diffang = desiredang - self.bot_mouseaim;
1576         //dprint(" diff:", vtos(diffang));
1577
1578         // wrap yaw turn
1579         while (diffang_y < -180)
1580                 diffang_y = diffang_y + 360;
1581         while (diffang_y >  180)
1582                 diffang_y = diffang_y - 360;
1583
1584         if (time >= self.bot_aimthinktime)
1585         {
1586                 self.bot_aimthinktime = max(self.bot_aimthinktime + 0.5 - 0.05*(skill+self.bot_thinkskill), time);
1587                 self.bot_mouseaim = self.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-skill,10));
1588         }
1589
1590         //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
1591
1592         desiredang = self.bot_mouseaim*bound(0,cvar("bot_ai_aimskill_think"),1) + desiredang * bound(0,(1-cvar("bot_ai_aimskill_think")),1);
1593
1594         // calculate turn angles
1595         diffang = desiredang - self.v_angle;
1596         //dprint(" diff:", vtos(diffang));
1597
1598         // wrap yaw turn
1599         while (diffang_y < -180)
1600                 diffang_y = diffang_y + 360;
1601         while (diffang_y >  180)
1602                 diffang_y = diffang_y - 360;
1603         // calculate turn angles
1604         diffang = desiredang - self.v_angle;
1605         //dprint(" diff:", vtos(diffang));
1606
1607         // wrap yaw turn
1608         while (diffang_y < -180)
1609                 diffang_y = diffang_y + 360;
1610         while (diffang_y >  180)
1611                 diffang_y = diffang_y - 360;
1612
1613         // jitter tracking
1614         dist = vlen(diffang);
1615         //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
1616
1617         // turn
1618         local float r, fixedrate, blendrate;
1619         fixedrate = cvar("bot_ai_aimskill_fixedrate") / bound(1,dist,1000);
1620         blendrate = cvar("bot_ai_aimskill_blendrate");
1621         r = max(fixedrate, blendrate);
1622         //self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
1623         self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+pow(skill+self.bot_mouseskill,3)*0.005-random()), 1);
1624         self.v_angle = self.v_angle * bound(0,cvar("bot_ai_aimskill_mouse"),1) + desiredang * bound(0,(1-cvar("bot_ai_aimskill_mouse")),1);
1625         //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
1626         //self.v_angle = self.v_angle + diffang * (1/ blendrate);
1627         self.v_angle_z = 0;
1628         while (self.v_angle_y < -180)
1629                 self.v_angle_y = self.v_angle_y + 360;
1630         while (self.v_angle_y >= 180)
1631                 self.v_angle_y = self.v_angle_y - 360;
1632         //dprint(" turn:", vtos(self.v_angle));
1633
1634         makevectors(self.v_angle);
1635         shotorg = self.origin + self.view_ofs;
1636         shotdir = v_forward;
1637
1638         //dprint(" dir:", vtos(v_forward));
1639         //te_lightning2(world, shotorg, shotorg + shotdir * 100);
1640
1641         // calculate turn angles again
1642         diffang = desiredang - self.v_angle;
1643         while (diffang_y < -180)
1644                 diffang_y = diffang_y + 360;
1645         while (diffang_y >  180)
1646                 diffang_y = diffang_y - 360;
1647
1648         //bprint("e ");bprintvector(diffang);bprint(" < ");bprintfloat(maxfiredeviation);bprint("\n");
1649
1650         // decide whether to fire this time
1651         // note the maxfiredeviation is in degrees so this has to convert to radians first
1652         //if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
1653         if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
1654                         self.bot_firetimer = time + 0.3/bound(1,skill*0.3,3);
1655         traceline(shotorg,shotorg+shotdir*1000,FALSE,world);
1656         if ( vlen(trace_endpos-shotorg)>bound(0,skill*20,20) && random()<bound(0,skill*0.5,10)*frametime*2 )
1657                 self.bot_canfire = 0;
1658         //dprint(ftos(maxfiredeviation),"\n");
1659         //dprint(" diff:", vtos(diffang), "\n");
1660
1661         return self.bot_canfire && (time < self.bot_firetimer);
1662 };
1663
1664 vector(vector targorigin, vector targvelocity, float shotspeed, float shotdelay) bot_shotlead =
1665 {
1666         // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
1667         return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
1668 };
1669
1670 float(float shotspeed, float shotspeedupward, float maxshottime, float applygravity) bot_aim =
1671 {
1672         local float f, r;
1673         local vector v;
1674         /*
1675         eprint(self);
1676         dprint("bot_aim(", ftos(shotspeed));
1677         dprint(", ", ftos(shotspeedupward));
1678         dprint(", ", ftos(maxshottime));
1679         dprint(", ", ftos(applygravity));
1680         dprint(");\n");
1681         */
1682         if (!shotspeed)
1683         {
1684                 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " shotspeed is zero!\n");
1685                 shotspeed = 1000000;
1686         }
1687         if (!maxshottime)
1688         {
1689                 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " maxshottime is zero!\n");
1690                 maxshottime = 1;
1691         }
1692         makevectors(self.v_angle);
1693         shotorg = self.origin + self.view_ofs;
1694         shotdir = v_forward;
1695         v = bot_shotlead(self.bot_aimtargorigin, self.bot_aimtargvelocity, shotspeed, self.bot_aimlatency);
1696         local float distanceratio;
1697         distanceratio =sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/cvar("bot_ai_aimskill_firetolerance_distdegrees");
1698         distanceratio = bound(0,distanceratio,1);
1699         r =  (cvar("bot_ai_aimskill_firetolerance_maxdegrees")-cvar("bot_ai_aimskill_firetolerance_mindegrees"))
1700                 * (1-distanceratio) + cvar("bot_ai_aimskill_firetolerance_mindegrees");
1701         if (applygravity && self.bot_aimtarg)
1702         {
1703                 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', self.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, self))
1704                         return FALSE;
1705                 f = bot_aimdir(findtrajectory_velocity - shotspeedupward * '0 0 1', r);
1706         }
1707         else
1708         {
1709                 f = bot_aimdir(v - shotorg, r);
1710                 //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");
1711                 traceline(shotorg, shotorg + shotdir * 10000, FALSE, self);
1712                 if (trace_ent.takedamage)
1713                 if (trace_fraction < 1)
1714                 if (!bot_shouldattack(trace_ent))
1715                         return FALSE;
1716                 traceline(shotorg, self.bot_aimtargorigin, FALSE, self);
1717                 if (trace_fraction < 1)
1718                 if (trace_ent != self.enemy)
1719                 if (!bot_shouldattack(trace_ent))
1720                         return FALSE;
1721         }
1722         if (r > maxshottime * shotspeed)
1723                 return FALSE;
1724         return f;
1725 };
1726
1727 // TODO: move this painintensity code to the player damage code
1728 void() bot_think =
1729 {
1730         //if (self.bot_painintensity > 0)
1731         //      self.bot_painintensity = self.bot_painintensity - (skill + 1) * 40 * frametime;
1732
1733         //self.bot_painintensity = self.bot_painintensity + self.bot_oldhealth - self.health;
1734         //self.bot_painintensity = bound(0, self.bot_painintensity, 100);
1735
1736         if(cvar("g_campaign") && !campaign_bots_may_start)
1737         {
1738                 self.nextthink = time + 0.5;
1739                 return;
1740         }
1741
1742         if (self.fixangle)
1743         {
1744                 self.v_angle = self.angles;
1745                 self.v_angle_z = 0;
1746                 self.fixangle = FALSE;
1747         }
1748
1749         self.dmg_take = 0;
1750         self.dmg_save = 0;
1751         self.dmg_inflictor = world;
1752
1753         // calculate an aiming latency based on the skill setting
1754         // (simulated network latency + naturally delayed reflexes)
1755         //self.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
1756         // minimum ping 20+10 random
1757         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
1758         // skill 10 = ping 0.2 (adrenaline)
1759         // skill 0 = ping 0.7 (slightly drunk)
1760
1761         // clear buttons
1762         self.button0 = 0;
1763         self.button1 = 0;
1764         self.button2 = 0;
1765         self.button3 = 0;
1766         self.button4 = 0;
1767         self.button5 = 0;
1768         self.button6 = 0;
1769         self.button7 = 0;
1770         self.button8 = 0;
1771         self.buttonchat = 0;
1772         self.buttonuse = 0;
1773
1774         // if dead, just wait until we can respawn
1775         if (self.deadflag)
1776         {
1777                 if (self.deadflag == DEAD_DEAD)
1778                         self.button2 = 1; // press jump to respawn
1779                 return;
1780         }
1781
1782         // now call the current bot AI (havocbot for example)
1783         self.bot_ai();
1784 };
1785
1786 entity bot_strategytoken;
1787 entity player_list;
1788 .entity nextplayer;
1789 void() bot_relinkplayerlist =
1790 {
1791         local entity e;
1792         local entity prevbot;
1793         player_count = 0;
1794         currentbots = 0;
1795         player_list = e = findchainflags(flags, FL_CLIENT);
1796         bot_list = world;
1797         prevbot = world;
1798         while (e)
1799         {
1800                 player_count = player_count + 1;
1801                 e.nextplayer = e.chain;
1802                 if (clienttype(e) == CLIENTTYPE_BOT)
1803                 {
1804                         if (prevbot)
1805                                 prevbot.nextbot = e;
1806                         else
1807                                 bot_list = e;
1808                         prevbot = e;
1809                         currentbots = currentbots + 1;
1810                 }
1811                 e = e.chain;
1812         }
1813         dprint(strcat("relink: ", ftos(currentbots), " bots seen.\n"));
1814         bot_strategytoken = bot_list;
1815 };
1816
1817 void() havocbot_setupbot;
1818 float JoinBestTeam(entity pl, float only_return_best);
1819
1820 void() bot_clientconnect =
1821 {
1822         if (clienttype(self) != CLIENTTYPE_BOT)
1823                 return;
1824         self.lag_func = bot_lagfunc;
1825         self.isbot = TRUE;
1826         self.createdtime = self.nextthink;
1827         JoinBestTeam(self, FALSE);
1828         havocbot_setupbot();
1829         self.bot_mouseskill=random()-0.5;
1830         self.bot_thinkskill=random()-0.5;
1831         self.bot_predictionskill=random()-0.5;
1832         self.bot_offsetskill=random()-0.5;
1833 };
1834
1835 entity() bot_spawn =
1836 {
1837         local entity oldself, bot;
1838         bot = spawnclient();
1839         if (bot)
1840         {
1841                 currentbots = currentbots + 1;
1842                 oldself = self;
1843                 self = bot;
1844                 bot_setnameandstuff();
1845                 ClientConnect();
1846                 PutClientInServer();
1847                 self = oldself;
1848         }
1849         return bot;
1850 };
1851
1852 void() bot_removenewest =
1853 {
1854         local float besttime;
1855         local entity best, head;
1856         head = findchainfloat(isbot, TRUE);
1857         if (!head)
1858                 return;
1859         best = head;
1860         besttime = head.createdtime;
1861         while (head)
1862         {
1863                 if (besttime < head.createdtime)
1864                 {
1865                         besttime = head.createdtime;
1866                         best = head;
1867                 }
1868                 head = head.chain;
1869         }
1870         currentbots = currentbots - 1;
1871         dropclient(best);
1872 };
1873
1874 float botframe_waypointeditorlightningtime;
1875 void() botframe_showwaypointlinks =
1876 {
1877         local entity player, head, w;
1878         if (time < botframe_waypointeditorlightningtime)
1879                 return;
1880         botframe_waypointeditorlightningtime = time + 0.5;
1881         player = find(world, classname, "player");
1882         while (player)
1883         {
1884                 if (!player.isbot)
1885                 if (player.flags & FL_ONGROUND)
1886                 {
1887                         //navigation_testtracewalk = TRUE;
1888                         head = navigation_findnearestwaypoint(player, FALSE);
1889                         //navigation_testtracewalk = FALSE;
1890                         if (head)
1891                         {
1892                                 w = head     ;if (w) te_lightning2(world, w.origin, player.origin);
1893                                 w = head.wp00;if (w) te_lightning2(world, w.origin, head.origin);
1894                                 w = head.wp01;if (w) te_lightning2(world, w.origin, head.origin);
1895                                 w = head.wp02;if (w) te_lightning2(world, w.origin, head.origin);
1896                                 w = head.wp03;if (w) te_lightning2(world, w.origin, head.origin);
1897                                 w = head.wp04;if (w) te_lightning2(world, w.origin, head.origin);
1898                                 w = head.wp05;if (w) te_lightning2(world, w.origin, head.origin);
1899                                 w = head.wp06;if (w) te_lightning2(world, w.origin, head.origin);
1900                                 w = head.wp07;if (w) te_lightning2(world, w.origin, head.origin);
1901                                 w = head.wp08;if (w) te_lightning2(world, w.origin, head.origin);
1902                                 w = head.wp09;if (w) te_lightning2(world, w.origin, head.origin);
1903                                 w = head.wp10;if (w) te_lightning2(world, w.origin, head.origin);
1904                                 w = head.wp11;if (w) te_lightning2(world, w.origin, head.origin);
1905                                 w = head.wp12;if (w) te_lightning2(world, w.origin, head.origin);
1906                                 w = head.wp13;if (w) te_lightning2(world, w.origin, head.origin);
1907                                 w = head.wp14;if (w) te_lightning2(world, w.origin, head.origin);
1908                                 w = head.wp15;if (w) te_lightning2(world, w.origin, head.origin);
1909                                 w = head.wp16;if (w) te_lightning2(world, w.origin, head.origin);
1910                                 w = head.wp17;if (w) te_lightning2(world, w.origin, head.origin);
1911                                 w = head.wp18;if (w) te_lightning2(world, w.origin, head.origin);
1912                                 w = head.wp19;if (w) te_lightning2(world, w.origin, head.origin);
1913                                 w = head.wp20;if (w) te_lightning2(world, w.origin, head.origin);
1914                                 w = head.wp21;if (w) te_lightning2(world, w.origin, head.origin);
1915                                 w = head.wp22;if (w) te_lightning2(world, w.origin, head.origin);
1916                                 w = head.wp23;if (w) te_lightning2(world, w.origin, head.origin);
1917                                 w = head.wp24;if (w) te_lightning2(world, w.origin, head.origin);
1918                                 w = head.wp25;if (w) te_lightning2(world, w.origin, head.origin);
1919                                 w = head.wp26;if (w) te_lightning2(world, w.origin, head.origin);
1920                                 w = head.wp27;if (w) te_lightning2(world, w.origin, head.origin);
1921                                 w = head.wp28;if (w) te_lightning2(world, w.origin, head.origin);
1922                                 w = head.wp29;if (w) te_lightning2(world, w.origin, head.origin);
1923                                 w = head.wp30;if (w) te_lightning2(world, w.origin, head.origin);
1924                                 w = head.wp31;if (w) te_lightning2(world, w.origin, head.origin);
1925                         }
1926                 }
1927                 player = find(player, classname, "player");
1928         }
1929 };
1930
1931 entity botframe_dangerwaypoint;
1932 void() botframe_updatedangerousobjects =
1933 {
1934         local entity head, bot_dodgelist;
1935         local vector m1, m2, v;
1936         local float c, d, danger;
1937         c = 0;
1938         bot_dodgelist = findchainfloat(bot_dodge, TRUE);
1939         botframe_dangerwaypoint = find(botframe_dangerwaypoint, classname, "waypoint");
1940         while (botframe_dangerwaypoint != world)
1941         {
1942                 danger = 0;
1943                 m1 = botframe_dangerwaypoint.mins;
1944                 m2 = botframe_dangerwaypoint.maxs;
1945                 head = bot_dodgelist;
1946                 while (head)
1947                 {
1948                         v = head.origin;
1949                         v_x = bound(m1_x, v_x, m2_x);
1950                         v_y = bound(m1_y, v_y, m2_y);
1951                         v_z = bound(m1_z, v_z, m2_z);
1952                         d = head.bot_dodgerating - vlen(head.origin - v);
1953                         if (d > 0)
1954                         {
1955                                 traceline(head.origin, v, TRUE, world);
1956                                 if (trace_fraction == 1)
1957                                         danger = danger + d;
1958                         }
1959                         head = head.chain;
1960                 }
1961                 botframe_dangerwaypoint.dmg = danger;
1962                 c = c + 1;
1963                 if (c >= 256)
1964                         break;
1965                 botframe_dangerwaypoint = find(botframe_dangerwaypoint, classname, "waypoint");
1966         }
1967 };
1968
1969
1970 float botframe_spawnedwaypoints;
1971 void() bot_serverframe =
1972 {
1973         float realplayers, bots;
1974
1975         if (intermission_running)
1976                 return;
1977
1978         if (time < 2)
1979                 return;
1980
1981         realplayers = player_count - currentbots;
1982
1983         // add/remove bots if needed to make sure there are at least
1984         // minplayers+bot_number, or remove all bots if no one is playing
1985         // But don't remove bots immediately on level change, as the real players
1986         // usually haven't rejoined yet
1987         if (realplayers || cvar("bot_join_empty") || (currentbots > 0 && time < 5))
1988         {
1989                 float realminplayers, minplayers;
1990                 realminplayers = cvar("minplayers");
1991                 minplayers = bound(0, floor(realminplayers), maxclients - 1);
1992                 if (realminplayers != minplayers)
1993                         cvar_set("minplayers", ftos(minplayers));
1994
1995                 float realminbots, minbots;
1996                 realminbots = cvar("bot_number");
1997                 minbots = bound(0, floor(realminbots), maxclients - 1);
1998                 if (realminbots != minbots)
1999                         cvar_set("bot_number", ftos(minbots));
2000
2001                 bots = bound(minbots, minplayers - realplayers, maxclients);
2002         }
2003         else
2004         {
2005                 // if there are no players, remove bots
2006                 bots = 0;
2007         }
2008
2009         bot_ignore_bots = cvar("bot_ignore_bots");
2010
2011         // only add one bot per frame to avoid utter chaos
2012         while (currentbots < bots)
2013         {
2014                 if (bot_spawn() == world)
2015                 {
2016                         bprint("Can not add bot, server full.\n");
2017                         cvar_set("bot_number", ftos(currentbots));
2018                         bots = currentbots;
2019                         break;
2020                 }
2021         }
2022         while (currentbots > bots)
2023                 bot_removenewest();
2024
2025         if(botframe_spawnedwaypoints)
2026         {
2027                 if(cvar("waypoint_benchmark"))
2028                         localcmd("quit\n");
2029         }
2030
2031         if (bots > 0 || cvar("g_waypointeditor"))
2032         if (!botframe_spawnedwaypoints)
2033         {
2034                 botframe_spawnedwaypoints = TRUE;
2035                 waypoint_loadall();
2036                 waypoint_schedulerelinkall();
2037         }
2038
2039         if (bot_list)
2040         {
2041                 // cycle the goal token from one bot to the next each frame
2042                 // (this prevents them from all doing waypoint searches on the same
2043                 //  frame, which causes choppy framerates)
2044                 if (bot_strategytoken)
2045                         bot_strategytoken = bot_strategytoken.nextbot;
2046                 if (!bot_strategytoken)
2047                         bot_strategytoken = bot_list;
2048
2049                 botframe_updatedangerousobjects();
2050         }
2051
2052         if (cvar("g_waypointeditor"))
2053                 botframe_showwaypointlinks();
2054 };