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