fteqw/engine/botlib/be_aas_reach.c

4540 lines
149 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
/*****************************************************************************
* name: be_aas_reach.c
*
* desc: reachability calculations
*
* $Archive: /MissionPack/code/botlib/be_aas_reach.c $
*
*****************************************************************************/
#include "q_shared.h"
#include "l_log.h"
#include "l_memory.h"
#include "l_script.h"
#include "l_libvar.h"
#include "l_precomp.h"
#include "l_struct.h"
#include "aasfile.h"
#include "botlib.h"
#include "be_aas.h"
#include "be_aas_funcs.h"
#include "be_aas_def.h"
extern int Sys_MilliSeconds(void);
extern botlib_import_t botimport;
//#define REACH_DEBUG
//NOTE: all travel times are in hundreth of a second
//maximum number of reachability links
#define AAS_MAX_REACHABILITYSIZE 65536
//number of areas reachability is calculated for each frame
#define REACHABILITYAREASPERCYCLE 15
//number of units reachability points are placed inside the areas
#define INSIDEUNITS 2
#define INSIDEUNITS_WALKEND 5
#define INSIDEUNITS_WALKSTART 0.1
#define INSIDEUNITS_WATERJUMP 15
//area flag used for weapon jumping
#define AREA_WEAPONJUMP 8192 //valid area to weapon jump to
//number of reachabilities of each type
int reach_swim; //swim
int reach_equalfloor; //walk on floors with equal height
int reach_step; //step up
int reach_walk; //walk of step
int reach_barrier; //jump up to a barrier
int reach_waterjump; //jump out of water
int reach_walkoffledge; //walk of a ledge
int reach_jump; //jump
int reach_ladder; //climb or descent a ladder
int reach_teleport; //teleport
int reach_elevator; //use an elevator
int reach_funcbob; //use a func bob
int reach_grapple; //grapple hook
int reach_doublejump; //double jump
int reach_rampjump; //ramp jump
int reach_strafejump; //strafe jump (just normal jump but further)
int reach_rocketjump; //rocket jump
int reach_bfgjump; //bfg jump
int reach_jumppad; //jump pads
//if true grapple reachabilities are skipped
int calcgrapplereach;
//linked reachability
typedef struct aas_lreachability_s
{
int areanum; //number of the reachable area
int facenum; //number of the face towards the other area
int edgenum; //number of the edge towards the other area
vec3_t start; //start point of inter area movement
vec3_t end; //end point of inter area movement
int traveltype; //type of travel required to get to the area
unsigned short int traveltime; //travel time of the inter area movement
//
struct aas_lreachability_s *next;
} aas_lreachability_t;
//temporary reachabilities
aas_lreachability_t *reachabilityheap; //heap with reachabilities
aas_lreachability_t *nextreachability; //next free reachability from the heap
aas_lreachability_t **areareachability; //reachability links for every area
int numlreachabilities;
//===========================================================================
// returns the surface area of the given face
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
float AAS_FaceArea(aas_face_t *face)
{
int i, edgenum, side;
float total;
vec_t *v;
vec3_t d1, d2, cross;
aas_edge_t *edge;
edgenum = aasworld.edgeindex[face->firstedge];
side = edgenum < 0;
edge = &aasworld.edges[abs(edgenum)];
v = aasworld.vertexes[edge->v[side]];
total = 0;
for (i = 1; i < face->numedges - 1; i++)
{
edgenum = aasworld.edgeindex[face->firstedge + i];
side = edgenum < 0;
edge = &aasworld.edges[abs(edgenum)];
VectorSubtract(aasworld.vertexes[edge->v[side]], v, d1);
VectorSubtract(aasworld.vertexes[edge->v[!side]], v, d2);
CrossProduct(d1, d2, cross);
total += 0.5 * VectorLength(cross);
} //end for
return total;
} //end of the function AAS_FaceArea
//===========================================================================
// returns the volume of an area
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
float AAS_AreaVolume(int areanum)
{
int i, edgenum, facenum, side;
vec_t d, a, volume;
vec3_t corner;
aas_plane_t *plane;
aas_edge_t *edge;
aas_face_t *face;
aas_area_t *area;
area = &aasworld.areas[areanum];
facenum = aasworld.faceindex[area->firstface];
face = &aasworld.faces[abs(facenum)];
edgenum = aasworld.edgeindex[face->firstedge];
edge = &aasworld.edges[abs(edgenum)];
//
VectorCopy(aasworld.vertexes[edge->v[0]], corner);
//make tetrahedrons to all other faces
volume = 0;
for (i = 0; i < area->numfaces; i++)
{
facenum = abs(aasworld.faceindex[area->firstface + i]);
face = &aasworld.faces[facenum];
side = face->backarea != areanum;
plane = &aasworld.planes[face->planenum ^ side];
d = -(DotProduct (corner, plane->normal) - plane->dist);
a = AAS_FaceArea(face);
volume += d * a;
} //end for
volume /= 3;
return volume;
} //end of the function AAS_AreaVolume
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_BestReachableLinkArea(aas_link_t *areas)
{
aas_link_t *link;
for (link = areas; link; link = link->next_area)
{
if (AAS_AreaGrounded(link->areanum) || AAS_AreaSwim(link->areanum))
{
return link->areanum;
} //end if
} //end for
//
for (link = areas; link; link = link->next_area)
{
if (link->areanum) return link->areanum;
//FIXME: this is a bad idea when the reachability is not yet
// calculated when the level items are loaded
if (AAS_AreaReachability(link->areanum))
return link->areanum;
} //end for
return 0;
} //end of the function AAS_BestReachableLinkArea
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_GetJumpPadInfo(int ent, vec3_t areastart, vec3_t absmins, vec3_t absmaxs, vec3_t velocity)
{
int modelnum, ent2;
float speed, height, gravity, time, dist, forward;
vec3_t origin, angles, teststart, ent2origin;
aas_trace_t trace;
char model[MAX_EPAIRKEY];
char target[MAX_EPAIRKEY], targetname[MAX_EPAIRKEY];
//
AAS_FloatForBSPEpairKey(ent, "speed", &speed);
if (!speed) speed = 1000;
VectorClear(angles);
//get the mins, maxs and origin of the model
AAS_ValueForBSPEpairKey(ent, "model", model, MAX_EPAIRKEY);
if (model[0]) modelnum = atoi(model+1);
else modelnum = 0;
AAS_BSPModelMinsMaxsOrigin(modelnum, angles, absmins, absmaxs, origin);
VectorAdd(origin, absmins, absmins);
VectorAdd(origin, absmaxs, absmaxs);
VectorAdd(absmins, absmaxs, origin);
VectorScale (origin, 0.5, origin);
//get the start areas
VectorCopy(origin, teststart);
teststart[2] += 64;
trace = AAS_TraceClientBBox(teststart, origin, PRESENCE_CROUCH, -1);
if (trace.startsolid)
{
botimport.Print(PRT_MESSAGE, "trigger_push start solid\n");
VectorCopy(origin, areastart);
} //end if
else
{
VectorCopy(trace.endpos, areastart);
} //end else
areastart[2] += 0.125;
//
//AAS_DrawPermanentCross(origin, 4, 4);
//get the target entity
AAS_ValueForBSPEpairKey(ent, "target", target, MAX_EPAIRKEY);
for (ent2 = AAS_NextBSPEntity(0); ent2; ent2 = AAS_NextBSPEntity(ent2))
{
if (!AAS_ValueForBSPEpairKey(ent2, "targetname", targetname, MAX_EPAIRKEY)) continue;
if (!strcmp(targetname, target)) break;
} //end for
if (!ent2)
{
botimport.Print(PRT_MESSAGE, "trigger_push without target entity %s\n", target);
return qfalse;
} //end if
AAS_VectorForBSPEpairKey(ent2, "origin", ent2origin);
//
height = ent2origin[2] - origin[2];
gravity = aassettings.phys_gravity;
time = sqrt( height / ( 0.5 * gravity ) );
if (!time)
{
botimport.Print(PRT_MESSAGE, "trigger_push without time\n");
return qfalse;
} //end if
// set s.origin2 to the push velocity
VectorSubtract ( ent2origin, origin, velocity);
dist = VectorNormalize( velocity);
forward = dist / time;
//FIXME: why multiply by 1.1
forward *= 1.1f;
VectorScale(velocity, forward, velocity);
velocity[2] = time * gravity;
return qtrue;
} //end of the function AAS_GetJumpPadInfo
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_BestReachableFromJumpPadArea(vec3_t origin, vec3_t mins, vec3_t maxs)
{
int ent, bot_visualizejumppads, bestareanum;
float volume, bestareavolume;
vec3_t areastart, cmdmove, bboxmins, bboxmaxs;
vec3_t absmins, absmaxs, velocity;
aas_clientmove_t move;
aas_link_t *areas, *link;
char classname[MAX_EPAIRKEY];
#ifdef BSPC
bot_visualizejumppads = 0;
#else
bot_visualizejumppads = LibVarValue("bot_visualizejumppads", "0");
#endif
VectorAdd(origin, mins, bboxmins);
VectorAdd(origin, maxs, bboxmaxs);
for (ent = AAS_NextBSPEntity(0); ent; ent = AAS_NextBSPEntity(ent))
{
if (!AAS_ValueForBSPEpairKey(ent, "classname", classname, MAX_EPAIRKEY)) continue;
if (strcmp(classname, "trigger_push")) continue;
//
if (!AAS_GetJumpPadInfo(ent, areastart, absmins, absmaxs, velocity)) continue;
//get the areas the jump pad brush is in
areas = AAS_LinkEntityClientBBox(absmins, absmaxs, -1, PRESENCE_CROUCH);
for (link = areas; link; link = link->next_area)
{
if (AAS_AreaJumpPad(link->areanum)) break;
} //end for
if (!link)
{
botimport.Print(PRT_MESSAGE, "trigger_push not in any jump pad area\n");
AAS_UnlinkFromAreas(areas);
continue;
} //end if
//
//botimport.Print(PRT_MESSAGE, "found a trigger_push with velocity %f %f %f\n", velocity[0], velocity[1], velocity[2]);
//
VectorSet(cmdmove, 0, 0, 0);
Com_Memset(&move, 0, sizeof(aas_clientmove_t));
AAS_ClientMovementHitBBox(&move, -1, areastart, PRESENCE_NORMAL, qfalse,
velocity, cmdmove, 0, 30, 0.1f, bboxmins, bboxmaxs, bot_visualizejumppads);
if (move.frames < 30)
{
bestareanum = 0;
bestareavolume = 0;
for (link = areas; link; link = link->next_area)
{
if (!AAS_AreaJumpPad(link->areanum)) continue;
volume = AAS_AreaVolume(link->areanum);
if (volume >= bestareavolume)
{
bestareanum = link->areanum;
bestareavolume = volume;
} //end if
} //end if
AAS_UnlinkFromAreas(areas);
return bestareanum;
} //end if
AAS_UnlinkFromAreas(areas);
} //end for
return 0;
} //end of the function AAS_BestReachableFromJumpPadArea
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_BestReachableArea(vec3_t origin, vec3_t mins, vec3_t maxs, vec3_t goalorigin)
{
int areanum, i, j, k, l;
aas_link_t *areas;
vec3_t absmins, absmaxs;
//vec3_t bbmins, bbmaxs;
vec3_t start, end;
aas_trace_t trace;
if (!aasworld.loaded)
{
botimport.Print(PRT_ERROR, "AAS_BestReachableArea: aas not loaded\n");
return 0;
} //end if
//find a point in an area
VectorCopy(origin, start);
areanum = AAS_PointAreaNum(start);
//while no area found fudge around a little
for (i = 0; i < 5 && !areanum; i++)
{
for (j = 0; j < 5 && !areanum; j++)
{
for (k = -1; k <= 1 && !areanum; k++)
{
for (l = -1; l <= 1 && !areanum; l++)
{
VectorCopy(origin, start);
start[0] += (float) j * 4 * k;
start[1] += (float) j * 4 * l;
start[2] += (float) i * 4;
areanum = AAS_PointAreaNum(start);
} //end for
} //end for
} //end for
} //end for
//if an area was found
if (areanum)
{
//drop client bbox down and try again
VectorCopy(start, end);
start[2] += 0.25;
end[2] -= 50;
trace = AAS_TraceClientBBox(start, end, PRESENCE_CROUCH, -1);
if (!trace.startsolid)
{
areanum = AAS_PointAreaNum(trace.endpos);
VectorCopy(trace.endpos, goalorigin);
//FIXME: cannot enable next line right now because the reachability
// does not have to be calculated when the level items are loaded
//if the origin is in an area with reachability
//if (AAS_AreaReachability(areanum)) return areanum;
if (areanum) return areanum;
} //end if
else
{
//it can very well happen that the AAS_PointAreaNum function tells that
//a point is in an area and that starting a AAS_TraceClientBBox from that
//point will return trace.startsolid qtrue
#if 0
if (AAS_PointAreaNum(start))
{
Log_Write("point %f %f %f in area %d but trace startsolid", start[0], start[1], start[2], areanum);
AAS_DrawPermanentCross(start, 4, LINECOLOR_RED);
} //end if
botimport.Print(PRT_MESSAGE, "AAS_BestReachableArea: start solid\n");
#endif
VectorCopy(start, goalorigin);
return areanum;
} //end else
} //end if
//
//AAS_PresenceTypeBoundingBox(PRESENCE_CROUCH, bbmins, bbmaxs);
//NOTE: the goal origin does not have to be in the goal area
// because the bot will have to move towards the item origin anyway
VectorCopy(origin, goalorigin);
//
VectorAdd(origin, mins, absmins);
VectorAdd(origin, maxs, absmaxs);
//add bounding box size
//VectorSubtract(absmins, bbmaxs, absmins);
//VectorSubtract(absmaxs, bbmins, absmaxs);
//link an invalid (-1) entity
areas = AAS_LinkEntityClientBBox(absmins, absmaxs, -1, PRESENCE_CROUCH);
//get the reachable link arae
areanum = AAS_BestReachableLinkArea(areas);
//unlink the invalid entity
AAS_UnlinkFromAreas(areas);
//
return areanum;
} //end of the function AAS_BestReachableArea
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void AAS_SetupReachabilityHeap(void)
{
int i;
reachabilityheap = (aas_lreachability_t *) GetClearedMemory(
AAS_MAX_REACHABILITYSIZE * sizeof(aas_lreachability_t));
for (i = 0; i < AAS_MAX_REACHABILITYSIZE-1; i++)
{
reachabilityheap[i].next = &reachabilityheap[i+1];
} //end for
reachabilityheap[AAS_MAX_REACHABILITYSIZE-1].next = NULL;
nextreachability = reachabilityheap;
numlreachabilities = 0;
} //end of the function AAS_InitReachabilityHeap
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void AAS_ShutDownReachabilityHeap(void)
{
FreeMemory(reachabilityheap);
numlreachabilities = 0;
} //end of the function AAS_ShutDownReachabilityHeap
//===========================================================================
// returns a reachability link
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
aas_lreachability_t *AAS_AllocReachability(void)
{
aas_lreachability_t *r;
if (!nextreachability) return NULL;
//make sure the error message only shows up once
if (!nextreachability->next) AAS_Error("AAS_MAX_REACHABILITYSIZE");
//
r = nextreachability;
nextreachability = nextreachability->next;
numlreachabilities++;
return r;
} //end of the function AAS_AllocReachability
//===========================================================================
// frees a reachability link
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void AAS_FreeReachability(aas_lreachability_t *lreach)
{
Com_Memset(lreach, 0, sizeof(aas_lreachability_t));
lreach->next = nextreachability;
nextreachability = lreach;
numlreachabilities--;
} //end of the function AAS_FreeReachability
//===========================================================================
// returns qtrue if the area has reachability links
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_AreaReachability(int areanum)
{
if (areanum < 0 || areanum >= aasworld.numareas)
{
AAS_Error("AAS_AreaReachability: areanum %d out of range", areanum);
return 0;
} //end if
return aasworld.areasettings[areanum].numreachableareas;
} //end of the function AAS_AreaReachability
//===========================================================================
// returns the surface area of all ground faces together of the area
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
float AAS_AreaGroundFaceArea(int areanum)
{
int i;
float total;
aas_area_t *area;
aas_face_t *face;
total = 0;
area = &aasworld.areas[areanum];
for (i = 0; i < area->numfaces; i++)
{
face = &aasworld.faces[abs(aasworld.faceindex[area->firstface + i])];
if (!(face->faceflags & FACE_GROUND)) continue;
//
total += AAS_FaceArea(face);
} //end for
return total;
} //end of the function AAS_AreaGroundFaceArea
//===========================================================================
// returns the center of a face
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void AAS_FaceCenter(int facenum, vec3_t center)
{
int i;
float scale;
aas_face_t *face;
aas_edge_t *edge;
face = &aasworld.faces[facenum];
VectorClear(center);
for (i = 0; i < face->numedges; i++)
{
edge = &aasworld.edges[abs(aasworld.edgeindex[face->firstedge + i])];
VectorAdd(center, aasworld.vertexes[edge->v[0]], center);
VectorAdd(center, aasworld.vertexes[edge->v[1]], center);
} //end for
scale = 0.5 / face->numedges;
VectorScale(center, scale, center);
} //end of the function AAS_FaceCenter
//===========================================================================
// returns the maximum distance a player can fall before being damaged
// damage = deltavelocity*deltavelocity * 0.0001
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_FallDamageDistance(void)
{
float maxzvelocity, gravity, t;
maxzvelocity = sqrt(30 * 10000);
gravity = aassettings.phys_gravity;
t = maxzvelocity / gravity;
return 0.5 * gravity * t * t;
} //end of the function AAS_FallDamageDistance
//===========================================================================
// distance = 0.5 * gravity * t * t
// vel = t * gravity
// damage = vel * vel * 0.0001
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
float AAS_FallDelta(float distance)
{
float t, delta, gravity;
gravity = aassettings.phys_gravity;
t = sqrt(fabs(distance) * 2 / gravity);
delta = t * gravity;
return delta * delta * 0.0001;
} //end of the function AAS_FallDelta
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
float AAS_MaxJumpHeight(float phys_jumpvel)
{
float phys_gravity;
phys_gravity = aassettings.phys_gravity;
//maximum height a player can jump with the given initial z velocity
return 0.5 * phys_gravity * (phys_jumpvel / phys_gravity) * (phys_jumpvel / phys_gravity);
} //end of the function MaxJumpHeight
//===========================================================================
// returns true if a player can only crouch in the area
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
float AAS_MaxJumpDistance(float phys_jumpvel)
{
float phys_gravity, phys_maxvelocity, t;
phys_gravity = aassettings.phys_gravity;
phys_maxvelocity = aassettings.phys_maxvelocity;
//time a player takes to fall the height
t = sqrt(aassettings.rs_maxjumpfallheight / (0.5 * phys_gravity));
//maximum distance
return phys_maxvelocity * (t + phys_jumpvel / phys_gravity);
} //end of the function AAS_MaxJumpDistance
//===========================================================================
// returns true if a player can only crouch in the area
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_AreaCrouch(int areanum)
{
if (!(aasworld.areasettings[areanum].presencetype & PRESENCE_NORMAL)) return qtrue;
else return qfalse;
} //end of the function AAS_AreaCrouch
//===========================================================================
// returns qtrue if it is possible to swim in the area
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_AreaSwim(int areanum)
{
if (aasworld.areasettings[areanum].areaflags & AREA_LIQUID) return qtrue;
else return qfalse;
} //end of the function AAS_AreaSwim
//===========================================================================
// returns qtrue if the area contains a liquid
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_AreaLiquid(int areanum)
{
if (aasworld.areasettings[areanum].areaflags & AREA_LIQUID) return qtrue;
else return qfalse;
} //end of the function AAS_AreaLiquid
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_AreaLava(int areanum)
{
return (aasworld.areasettings[areanum].contents & AREACONTENTS_LAVA);
} //end of the function AAS_AreaLava
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_AreaSlime(int areanum)
{
return (aasworld.areasettings[areanum].contents & AREACONTENTS_SLIME);
} //end of the function AAS_AreaSlime
//===========================================================================
// returns qtrue if the area contains ground faces
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_AreaGrounded(int areanum)
{
return (aasworld.areasettings[areanum].areaflags & AREA_GROUNDED);
} //end of the function AAS_AreaGround
//===========================================================================
// returns true if the area contains ladder faces
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_AreaLadder(int areanum)
{
return (aasworld.areasettings[areanum].areaflags & AREA_LADDER);
} //end of the function AAS_AreaLadder
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_AreaJumpPad(int areanum)
{
return (aasworld.areasettings[areanum].contents & AREACONTENTS_JUMPPAD);
} //end of the function AAS_AreaJumpPad
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_AreaTeleporter(int areanum)
{
return (aasworld.areasettings[areanum].contents & AREACONTENTS_TELEPORTER);
} //end of the function AAS_AreaTeleporter
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_AreaClusterPortal(int areanum)
{
return (aasworld.areasettings[areanum].contents & AREACONTENTS_CLUSTERPORTAL);
} //end of the function AAS_AreaClusterPortal
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_AreaDoNotEnter(int areanum)
{
return (aasworld.areasettings[areanum].contents & AREACONTENTS_DONOTENTER);
} //end of the function AAS_AreaDoNotEnter
//===========================================================================
// returns the time it takes perform a barrier jump
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
unsigned short int AAS_BarrierJumpTravelTime(void)
{
return aassettings.phys_jumpvel / (aassettings.phys_gravity * 0.1);
} //end op the function AAS_BarrierJumpTravelTime
//===========================================================================
// returns true if there already exists a reachability from area1 to area2
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
qboolean AAS_ReachabilityExists(int area1num, int area2num)
{
aas_lreachability_t *r;
for (r = areareachability[area1num]; r; r = r->next)
{
if (r->areanum == area2num) return qtrue;
} //end for
return qfalse;
} //end of the function AAS_ReachabilityExists
//===========================================================================
// returns true if there is a solid just after the end point when going
// from start to end
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_NearbySolidOrGap(vec3_t start, vec3_t end)
{
vec3_t dir, testpoint;
int areanum;
VectorSubtract(end, start, dir);
dir[2] = 0;
VectorNormalize(dir);
VectorMA(end, 48, dir, testpoint);
areanum = AAS_PointAreaNum(testpoint);
if (!areanum)
{
testpoint[2] += 16;
areanum = AAS_PointAreaNum(testpoint);
if (!areanum) return qtrue;
} //end if
VectorMA(end, 64, dir, testpoint);
areanum = AAS_PointAreaNum(testpoint);
if (areanum)
{
if (!AAS_AreaSwim(areanum) && !AAS_AreaGrounded(areanum)) return qtrue;
} //end if
return qfalse;
} //end of the function AAS_SolidGapTime
//===========================================================================
// searches for swim reachabilities between adjacent areas
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_Reachability_Swim(int area1num, int area2num)
{
int i, j, face1num, face2num, side1;
aas_area_t *area1, *area2;
aas_lreachability_t *lreach;
aas_face_t *face1;
aas_plane_t *plane;
vec3_t start;
if (!AAS_AreaSwim(area1num) || !AAS_AreaSwim(area2num)) return qfalse;
//if the second area is crouch only
if (!(aasworld.areasettings[area2num].presencetype & PRESENCE_NORMAL)) return qfalse;
area1 = &aasworld.areas[area1num];
area2 = &aasworld.areas[area2num];
//if the areas are not near anough
for (i = 0; i < 3; i++)
{
if (area1->mins[i] > area2->maxs[i] + 10) return qfalse;
if (area1->maxs[i] < area2->mins[i] - 10) return qfalse;
} //end for
//find a shared face and create a reachability link
for (i = 0; i < area1->numfaces; i++)
{
face1num = aasworld.faceindex[area1->firstface + i];
side1 = face1num < 0;
face1num = abs(face1num);
//
for (j = 0; j < area2->numfaces; j++)
{
face2num = abs(aasworld.faceindex[area2->firstface + j]);
//
if (face1num == face2num)
{
AAS_FaceCenter(face1num, start);
//
if (AAS_PointContents(start) & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER))
{
//
face1 = &aasworld.faces[face1num];
//create a new reachability link
lreach = AAS_AllocReachability();
if (!lreach) return qfalse;
lreach->areanum = area2num;
lreach->facenum = face1num;
lreach->edgenum = 0;
VectorCopy(start, lreach->start);
plane = &aasworld.planes[face1->planenum ^ side1];
VectorMA(lreach->start, -INSIDEUNITS, plane->normal, lreach->end);
lreach->traveltype = TRAVEL_SWIM;
lreach->traveltime = 1;
//if the volume of the area is rather small
if (AAS_AreaVolume(area2num) < 800)
lreach->traveltime += 200;
//if (!(AAS_PointContents(start) & MASK_WATER)) lreach->traveltime += 500;
//link the reachability
lreach->next = areareachability[area1num];
areareachability[area1num] = lreach;
reach_swim++;
return qtrue;
} //end if
} //end if
} //end for
} //end for
return qfalse;
} //end of the function AAS_Reachability_Swim
//===========================================================================
// searches for reachabilities between adjacent areas with equal floor
// heights
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_Reachability_EqualFloorHeight(int area1num, int area2num)
{
int i, j, edgenum, edgenum1, edgenum2, foundreach, side;
float height, bestheight, length, bestlength;
vec3_t dir, start, end, normal, invgravity, gravitydirection = {0, 0, -1};
vec3_t edgevec;
aas_area_t *area1, *area2;
aas_face_t *face1, *face2;
aas_edge_t *edge;
aas_plane_t *plane2;
aas_lreachability_t lr, *lreach;
if (!AAS_AreaGrounded(area1num) || !AAS_AreaGrounded(area2num)) return qfalse;
area1 = &aasworld.areas[area1num];
area2 = &aasworld.areas[area2num];
//if the areas are not near anough in the x-y direction
for (i = 0; i < 2; i++)
{
if (area1->mins[i] > area2->maxs[i] + 10) return qfalse;
if (area1->maxs[i] < area2->mins[i] - 10) return qfalse;
} //end for
//if area 2 is too high above area 1
if (area2->mins[2] > area1->maxs[2]) return qfalse;
//
VectorCopy(gravitydirection, invgravity);
VectorInverse(invgravity);
//
bestheight = 99999;
bestlength = 0;
foundreach = qfalse;
Com_Memset(&lr, 0, sizeof(aas_lreachability_t)); //make the compiler happy
//
//check if the areas have ground faces with a common edge
//if existing use the lowest common edge for a reachability link
for (i = 0; i < area1->numfaces; i++)
{
face1 = &aasworld.faces[abs(aasworld.faceindex[area1->firstface + i])];
if (!(face1->faceflags & FACE_GROUND)) continue;
//
for (j = 0; j < area2->numfaces; j++)
{
face2 = &aasworld.faces[abs(aasworld.faceindex[area2->firstface + j])];
if (!(face2->faceflags & FACE_GROUND)) continue;
//if there is a common edge
for (edgenum1 = 0; edgenum1 < face1->numedges; edgenum1++)
{
for (edgenum2 = 0; edgenum2 < face2->numedges; edgenum2++)
{
if (abs(aasworld.edgeindex[face1->firstedge + edgenum1]) !=
abs(aasworld.edgeindex[face2->firstedge + edgenum2]))
continue;
edgenum = aasworld.edgeindex[face1->firstedge + edgenum1];
side = edgenum < 0;
edge = &aasworld.edges[abs(edgenum)];
//get the length of the edge
VectorSubtract(aasworld.vertexes[edge->v[1]],
aasworld.vertexes[edge->v[0]], dir);
length = VectorLength(dir);
//get the start point
VectorAdd(aasworld.vertexes[edge->v[0]],
aasworld.vertexes[edge->v[1]], start);
VectorScale(start, 0.5, start);
VectorCopy(start, end);
//get the end point several units inside area2
//and the start point several units inside area1
//NOTE: normal is pointing into area2 because the
//face edges are stored counter clockwise
VectorSubtract(aasworld.vertexes[edge->v[side]],
aasworld.vertexes[edge->v[!side]], edgevec);
plane2 = &aasworld.planes[face2->planenum];
CrossProduct(edgevec, plane2->normal, normal);
VectorNormalize(normal);
//
//VectorMA(start, -1, normal, start);
VectorMA(end, INSIDEUNITS_WALKEND, normal, end);
VectorMA(start, INSIDEUNITS_WALKSTART, normal, start);
end[2] += 0.125;
//
height = DotProduct(invgravity, start);
//NOTE: if there's nearby solid or a gap area after this area
//disabled this crap
//if (AAS_NearbySolidOrGap(start, end)) height += 200;
//NOTE: disabled because it disables reachabilities to very small areas
//if (AAS_PointAreaNum(end) != area2num) continue;
//get the longest lowest edge
if (height < bestheight ||
(height < bestheight + 1 && length > bestlength))
{
bestheight = height;
bestlength = length;
//create a new reachability link
lr.areanum = area2num;
lr.facenum = 0;
lr.edgenum = edgenum;
VectorCopy(start, lr.start);
VectorCopy(end, lr.end);
lr.traveltype = TRAVEL_WALK;
lr.traveltime = 1;
foundreach = qtrue;
} //end if
} //end for
} //end for
} //end for
} //end for
if (foundreach)
{
//create a new reachability link
lreach = AAS_AllocReachability();
if (!lreach) return qfalse;
lreach->areanum = lr.areanum;
lreach->facenum = lr.facenum;
lreach->edgenum = lr.edgenum;
VectorCopy(lr.start, lreach->start);
VectorCopy(lr.end, lreach->end);
lreach->traveltype = lr.traveltype;
lreach->traveltime = lr.traveltime;
lreach->next = areareachability[area1num];
areareachability[area1num] = lreach;
//if going into a crouch area
if (!AAS_AreaCrouch(area1num) && AAS_AreaCrouch(area2num))
{
lreach->traveltime += aassettings.rs_startcrouch;
} //end if
/*
//NOTE: if there's nearby solid or a gap area after this area
if (!AAS_NearbySolidOrGap(lreach->start, lreach->end))
{
lreach->traveltime += 100;
} //end if
*/
//avoid rather small areas
//if (AAS_AreaGroundFaceArea(lreach->areanum) < 500) lreach->traveltime += 100;
//
reach_equalfloor++;
return qtrue;
} //end if
return qfalse;
} //end of the function AAS_Reachability_EqualFloorHeight
//===========================================================================
// searches step, barrier, waterjump and walk off ledge reachabilities
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
#ifdef _MSC_VER
#pragma optimize("", off) //work around msvc ICE
#endif
int AAS_Reachability_Step_Barrier_WaterJump_WalkOffLedge(int area1num, int area2num)
{
int i, j, k, l, edge1num, edge2num, areas[10], numareas;
int ground_bestarea2groundedgenum, ground_foundreach;
int water_bestarea2groundedgenum, water_foundreach;
int side1, area1swim, faceside1, groundface1num;
float dist, dist1, dist2, diff, ortdot;
float x1, x2, x3, x4, y1, y2, y3, y4, tmp, y;
float length, ground_bestlength, water_bestlength, ground_bestdist, water_bestdist;
vec3_t v1, v2, v3, v4, tmpv, p1area1, p1area2, p2area1, p2area2;
vec3_t normal, ort, edgevec, start, end, dir;
vec3_t ground_beststart = {0, 0, 0}, ground_bestend = {0, 0, 0}, ground_bestnormal = {0, 0, 0};
vec3_t water_beststart = {0, 0, 0}, water_bestend = {0, 0, 0}, water_bestnormal = {0, 0, 0};
vec3_t invgravity = {0, 0, 1};
vec3_t testpoint;
aas_plane_t *plane;
aas_area_t *area1, *area2;
aas_face_t *groundface1, *groundface2;
aas_edge_t *edge1, *edge2;
aas_lreachability_t *lreach;
aas_trace_t trace;
//must be able to walk or swim in the first area
if (!AAS_AreaGrounded(area1num) && !AAS_AreaSwim(area1num)) return qfalse;
//
if (!AAS_AreaGrounded(area2num) && !AAS_AreaSwim(area2num)) return qfalse;
//
area1 = &aasworld.areas[area1num];
area2 = &aasworld.areas[area2num];
//if the first area contains a liquid
area1swim = AAS_AreaSwim(area1num);
//if the areas are not near anough in the x-y direction
for (i = 0; i < 2; i++)
{
if (area1->mins[i] > area2->maxs[i] + 10) return qfalse;
if (area1->maxs[i] < area2->mins[i] - 10) return qfalse;
} //end for
//
ground_foundreach = qfalse;
ground_bestdist = 99999;
ground_bestlength = 0;
ground_bestarea2groundedgenum = 0;
//
water_foundreach = qfalse;
water_bestdist = 99999;
water_bestlength = 0;
water_bestarea2groundedgenum = 0;
//
for (i = 0; i < area1->numfaces; i++)
{
groundface1num = aasworld.faceindex[area1->firstface + i];
faceside1 = groundface1num < 0;
groundface1 = &aasworld.faces[abs(groundface1num)];
//if this isn't a ground face
if (!(groundface1->faceflags & FACE_GROUND))
{
//if we can swim in the first area
if (area1swim)
{
//face plane must be more or less horizontal
plane = &aasworld.planes[groundface1->planenum ^ (!faceside1)];
if (DotProduct(plane->normal, invgravity) < 0.7) continue;
} //end if
else
{
//if we can't swim in the area it must be a ground face
continue;
} //end else
} //end if
//
for (k = 0; k < groundface1->numedges; k++)
{
edge1num = aasworld.edgeindex[groundface1->firstedge + k];
side1 = (edge1num < 0);
//NOTE: for water faces we must take the side area 1 is
// on into account because the face is shared and doesn't
// have to be oriented correctly
if (!(groundface1->faceflags & FACE_GROUND)) side1 = (side1 == faceside1);
edge1num = abs(edge1num);
edge1 = &aasworld.edges[edge1num];
//vertexes of the edge
VectorCopy(aasworld.vertexes[edge1->v[!side1]], v1);
VectorCopy(aasworld.vertexes[edge1->v[side1]], v2);
//get a vertical plane through the edge
//NOTE: normal is pointing into area 2 because the
//face edges are stored counter clockwise
VectorSubtract(v2, v1, edgevec);
CrossProduct(edgevec, invgravity, normal);
VectorNormalize(normal);
dist = DotProduct(normal, v1);
//check the faces from the second area
for (j = 0; j < area2->numfaces; j++)
{
groundface2 = &aasworld.faces[abs(aasworld.faceindex[area2->firstface + j])];
//must be a ground face
if (!(groundface2->faceflags & FACE_GROUND)) continue;
//check the edges of this ground face
for (l = 0; l < groundface2->numedges; l++)
{
edge2num = abs(aasworld.edgeindex[groundface2->firstedge + l]);
edge2 = &aasworld.edges[edge2num];
//vertexes of the edge
VectorCopy(aasworld.vertexes[edge2->v[0]], v3);
VectorCopy(aasworld.vertexes[edge2->v[1]], v4);
//check the distance between the two points and the vertical plane
//through the edge of area1
diff = DotProduct(normal, v3) - dist;
if (diff < -0.1 || diff > 0.1) continue;
diff = DotProduct(normal, v4) - dist;
if (diff < -0.1 || diff > 0.1) continue;
//
//project the two ground edges into the step side plane
//and calculate the shortest distance between the two
//edges if they overlap in the direction orthogonal to
//the gravity direction
CrossProduct(invgravity, normal, ort);
//invgravitydot = DotProduct(invgravity, invgravity);
ortdot = DotProduct(ort, ort);
//projection into the step plane
//NOTE: since gravity is vertical this is just the z coordinate
y1 = v1[2];//DotProduct(v1, invgravity) / invgravitydot;
y2 = v2[2];//DotProduct(v2, invgravity) / invgravitydot;
y3 = v3[2];//DotProduct(v3, invgravity) / invgravitydot;
y4 = v4[2];//DotProduct(v4, invgravity) / invgravitydot;
//
x1 = DotProduct(v1, ort) / ortdot;
x2 = DotProduct(v2, ort) / ortdot;
x3 = DotProduct(v3, ort) / ortdot;
x4 = DotProduct(v4, ort) / ortdot;
//
if (x1 > x2)
{
tmp = x1; x1 = x2; x2 = tmp;
tmp = y1; y1 = y2; y2 = tmp;
VectorCopy(v1, tmpv); VectorCopy(v2, v1); VectorCopy(tmpv, v2);
} //end if
if (x3 > x4)
{
tmp = x3; x3 = x4; x4 = tmp;
tmp = y3; y3 = y4; y4 = tmp;
VectorCopy(v3, tmpv); VectorCopy(v4, v3); VectorCopy(tmpv, v4);
} //end if
//if the two projected edge lines have no overlap
if (x2 <= x3 || x4 <= x1)
{
// Log_Write("lines no overlap: from area %d to %d\r\n", area1num, area2num);
continue;
} //end if
//if the two lines fully overlap
if ((x1 - 0.5 < x3 && x4 < x2 + 0.5) &&
(x3 - 0.5 < x1 && x2 < x4 + 0.5))
{
dist1 = y3 - y1;
dist2 = y4 - y2;
VectorCopy(v1, p1area1);
VectorCopy(v2, p2area1);
VectorCopy(v3, p1area2);
VectorCopy(v4, p2area2);
} //end if
else
{
//if the points are equal
if (x1 > x3 - 0.1 && x1 < x3 + 0.1)
{
dist1 = y3 - y1;
VectorCopy(v1, p1area1);
VectorCopy(v3, p1area2);
} //end if
else if (x1 < x3)
{
y = y1 + (x3 - x1) * (y2 - y1) / (x2 - x1);
dist1 = y3 - y;
VectorCopy(v3, p1area1);
p1area1[2] = y;
VectorCopy(v3, p1area2);
} //end if
else
{
y = y3 + (x1 - x3) * (y4 - y3) / (x4 - x3);
dist1 = y - y1;
VectorCopy(v1, p1area1);
VectorCopy(v1, p1area2);
p1area2[2] = y;
} //end if
//if the points are equal
if (x2 > x4 - 0.1 && x2 < x4 + 0.1)
{
dist2 = y4 - y2;
VectorCopy(v2, p2area1);
VectorCopy(v4, p2area2);
} //end if
else if (x2 < x4)
{
y = y3 + (x2 - x3) * (y4 - y3) / (x4 - x3);
dist2 = y - y2;
VectorCopy(v2, p2area1);
VectorCopy(v2, p2area2);
p2area2[2] = y;
} //end if
else
{
y = y1 + (x4 - x1) * (y2 - y1) / (x2 - x1);
dist2 = y4 - y;
VectorCopy(v4, p2area1);
p2area1[2] = y;
VectorCopy(v4, p2area2);
} //end else
} //end else
//if both distances are pretty much equal
//then we take the middle of the points
if (dist1 > dist2 - 1 && dist1 < dist2 + 1)
{
dist = dist1;
VectorAdd(p1area1, p2area1, start);
VectorScale(start, 0.5, start);
VectorAdd(p1area2, p2area2, end);
VectorScale(end, 0.5, end);
} //end if
else if (dist1 < dist2)
{
dist = dist1;
VectorCopy(p1area1, start);
VectorCopy(p1area2, end);
} //end else if
else
{
dist = dist2;
VectorCopy(p2area1, start);
VectorCopy(p2area2, end);
} //end else
//get the length of the overlapping part of the edges of the two areas
VectorSubtract(p2area2, p1area2, dir);
length = VectorLength(dir);
//
if (groundface1->faceflags & FACE_GROUND)
{
//if the vertical distance is smaller
if (dist < ground_bestdist ||
//or the vertical distance is pretty much the same
//but the overlapping part of the edges is longer
(dist < ground_bestdist + 1 && length > ground_bestlength))
{
ground_bestdist = dist;
ground_bestlength = length;
ground_foundreach = qtrue;
ground_bestarea2groundedgenum = edge1num;
//best point towards area1
VectorCopy(start, ground_beststart);
//normal is pointing into area2
VectorCopy(normal, ground_bestnormal);
//best point towards area2
VectorCopy(end, ground_bestend);
} //end if
} //end if
else
{
//if the vertical distance is smaller
if (dist < water_bestdist ||
//or the vertical distance is pretty much the same
//but the overlapping part of the edges is longer
(dist < water_bestdist + 1 && length > water_bestlength))
{
water_bestdist = dist;
water_bestlength = length;
water_foundreach = qtrue;
water_bestarea2groundedgenum = edge1num;
//best point towards area1
VectorCopy(start, water_beststart);
//normal is pointing into area2
VectorCopy(normal, water_bestnormal);
//best point towards area2
VectorCopy(end, water_bestend);
} //end if
} //end else
} //end for
} //end for
} //end for
} //end for
//
// NOTE: swim reachabilities are already filtered out
//
// Steps
//
// ---------
// | step height -> TRAVEL_WALK
//--------|
//
// ---------
//~~~~~~~~| step height and low water -> TRAVEL_WALK
//--------|
//
//~~~~~~~~~~~~~~~~~~
// ---------
// | step height and low water up to the step -> TRAVEL_WALK
//--------|
//
//check for a step reachability
if (ground_foundreach)
{
//if area2 is higher but lower than the maximum step height
//NOTE: ground_bestdist >= 0 also catches equal floor reachabilities
if (ground_bestdist >= 0 && ground_bestdist < aassettings.phys_maxstep)
{
//create walk reachability from area1 to area2
lreach = AAS_AllocReachability();
if (!lreach) return qfalse;
lreach->areanum = area2num;
lreach->facenum = 0;
lreach->edgenum = ground_bestarea2groundedgenum;
VectorMA(ground_beststart, INSIDEUNITS_WALKSTART, ground_bestnormal, lreach->start);
VectorMA(ground_bestend, INSIDEUNITS_WALKEND, ground_bestnormal, lreach->end);
lreach->traveltype = TRAVEL_WALK;
lreach->traveltime = 0;//1;
//if going into a crouch area
if (!AAS_AreaCrouch(area1num) && AAS_AreaCrouch(area2num))
{
lreach->traveltime += aassettings.rs_startcrouch;
} //end if
lreach->next = areareachability[area1num];
areareachability[area1num] = lreach;
//NOTE: if there's nearby solid or a gap area after this area
/*
if (!AAS_NearbySolidOrGap(lreach->start, lreach->end))
{
lreach->traveltime += 100;
} //end if
*/
//avoid rather small areas
//if (AAS_AreaGroundFaceArea(lreach->areanum) < 500) lreach->traveltime += 100;
//
reach_step++;
return qtrue;
} //end if
} //end if
//
// Water Jumps
//
// ---------
// |
//~~~~~~~~|
// |
// | higher than step height and water up to waterjump height -> TRAVEL_WATERJUMP
//--------|
//
//~~~~~~~~~~~~~~~~~~
// ---------
// |
// |
// |
// | higher than step height and low water up to the step -> TRAVEL_WATERJUMP
//--------|
//
//check for a waterjump reachability
if (water_foundreach)
{
//get a test point a little bit towards area1
VectorMA(water_bestend, -INSIDEUNITS, water_bestnormal, testpoint);
//go down the maximum waterjump height
testpoint[2] -= aassettings.phys_maxwaterjump;
//if there IS water the sv_maxwaterjump height below the bestend point
if (aasworld.areasettings[AAS_PointAreaNum(testpoint)].areaflags & AREA_LIQUID)
{
//don't create rediculous water jump reachabilities from areas very far below
//the water surface
if (water_bestdist < aassettings.phys_maxwaterjump + 24)
{
//waterjumping from or towards a crouch only area is not possible in Quake2
if ((aasworld.areasettings[area1num].presencetype & PRESENCE_NORMAL) &&
(aasworld.areasettings[area2num].presencetype & PRESENCE_NORMAL))
{
//create water jump reachability from area1 to area2
lreach = AAS_AllocReachability();
if (!lreach) return qfalse;
lreach->areanum = area2num;
lreach->facenum = 0;
lreach->edgenum = water_bestarea2groundedgenum;
VectorCopy(water_beststart, lreach->start);
VectorMA(water_bestend, INSIDEUNITS_WATERJUMP, water_bestnormal, lreach->end);
lreach->traveltype = TRAVEL_WATERJUMP;
lreach->traveltime = aassettings.rs_waterjump;
lreach->next = areareachability[area1num];
areareachability[area1num] = lreach;
//we've got another waterjump reachability
reach_waterjump++;
return qtrue;
} //end if
} //end if
} //end if
} //end if
//
// Barrier Jumps
//
// ---------
// |
// |
// |
// | higher than step height lower than barrier height -> TRAVEL_BARRIERJUMP
//--------|
//
// ---------
// |
// |
// |
//~~~~~~~~| higher than step height lower than barrier height
//--------| and a thin layer of water in the area to jump from -> TRAVEL_BARRIERJUMP
//
//check for a barrier jump reachability
if (ground_foundreach)
{
//if area2 is higher but lower than the maximum barrier jump height
if (ground_bestdist > 0 && ground_bestdist < aassettings.phys_maxbarrier)
{
//if no water in area1 or a very thin layer of water on the ground
if (!water_foundreach || (ground_bestdist - water_bestdist < 16))
{
//cannot perform a barrier jump towards or from a crouch area in Quake2
if (!AAS_AreaCrouch(area1num) && !AAS_AreaCrouch(area2num))
{
//create barrier jump reachability from area1 to area2
lreach = AAS_AllocReachability();
if (!lreach) return qfalse;
lreach->areanum = area2num;
lreach->facenum = 0;
lreach->edgenum = ground_bestarea2groundedgenum;
VectorMA(ground_beststart, INSIDEUNITS_WALKSTART, ground_bestnormal, lreach->start);
VectorMA(ground_bestend, INSIDEUNITS_WALKEND, ground_bestnormal, lreach->end);
lreach->traveltype = TRAVEL_BARRIERJUMP;
lreach->traveltime = aassettings.rs_barrierjump;//AAS_BarrierJumpTravelTime();
lreach->next = areareachability[area1num];
areareachability[area1num] = lreach;
//we've got another barrierjump reachability
reach_barrier++;
return qtrue;
} //end if
} //end if
} //end if
} //end if
//
// Walk and Walk Off Ledge
//
//--------|
// | can walk or step back -> TRAVEL_WALK
// ---------
//
//--------|
// |
// |
// |
// | cannot walk/step back -> TRAVEL_WALKOFFLEDGE
// ---------
//
//--------|
// |
// |~~~~~~~~
// |
// | cannot step back but can waterjump back -> TRAVEL_WALKOFFLEDGE
// --------- FIXME: create TRAVEL_WALK reach??
//
//check for a walk or walk off ledge reachability
if (ground_foundreach)
{
if (ground_bestdist < 0)
{
if (ground_bestdist > -aassettings.phys_maxstep)
{
//create walk reachability from area1 to area2
lreach = AAS_AllocReachability();
if (!lreach) return qfalse;
lreach->areanum = area2num;
lreach->facenum = 0;
lreach->edgenum = ground_bestarea2groundedgenum;
VectorMA(ground_beststart, INSIDEUNITS_WALKSTART, ground_bestnormal, lreach->start);
VectorMA(ground_bestend, INSIDEUNITS_WALKEND, ground_bestnormal, lreach->end);
lreach->traveltype = TRAVEL_WALK;
lreach->traveltime = 1;
lreach->next = areareachability[area1num];
areareachability[area1num] = lreach;
//we've got another walk reachability
reach_walk++;
return qtrue;
} //end if
// if no maximum fall height set or less than the max
if (!aassettings.rs_maxfallheight || fabs(ground_bestdist) < aassettings.rs_maxfallheight) {
//trace a bounding box vertically to check for solids
VectorMA(ground_bestend, INSIDEUNITS, ground_bestnormal, ground_bestend);
VectorCopy(ground_bestend, start);
start[2] = ground_beststart[2];
VectorCopy(ground_bestend, end);
end[2] += 4;
trace = AAS_TraceClientBBox(start, end, PRESENCE_NORMAL, -1);
//if no solids were found
if (!trace.startsolid && trace.fraction >= 1.0)
{
//the trace end point must be in the goal area
trace.endpos[2] += 1;
if (AAS_PointAreaNum(trace.endpos) == area2num)
{
//if not going through a cluster portal
numareas = AAS_TraceAreas(start, end, areas, NULL, ARRAY_LEN(areas));
for (i = 0; i < numareas; i++)
if (AAS_AreaClusterPortal(areas[i]))
break;
if (i >= numareas)
{
//create a walk off ledge reachability from area1 to area2
lreach = AAS_AllocReachability();
if (!lreach) return qfalse;
lreach->areanum = area2num;
lreach->facenum = 0;
lreach->edgenum = ground_bestarea2groundedgenum;
VectorCopy(ground_beststart, lreach->start);
VectorCopy(ground_bestend, lreach->end);
lreach->traveltype = TRAVEL_WALKOFFLEDGE;
lreach->traveltime = aassettings.rs_startwalkoffledge + fabs(ground_bestdist) * 50 / aassettings.phys_gravity;
//if falling from too high and not falling into water
if (!AAS_AreaSwim(area2num) && !AAS_AreaJumpPad(area2num))
{
if (AAS_FallDelta(ground_bestdist) > aassettings.phys_falldelta5)
{
lreach->traveltime += aassettings.rs_falldamage5;
} //end if
if (AAS_FallDelta(ground_bestdist) > aassettings.phys_falldelta10)
{
lreach->traveltime += aassettings.rs_falldamage10;
} //end if
} //end if
lreach->next = areareachability[area1num];
areareachability[area1num] = lreach;
//
reach_walkoffledge++;
//NOTE: don't create a weapon (rl, bfg) jump reachability here
//because it interferes with other reachabilities
//like the ladder reachability
return qtrue;
} //end if
} //end if
} //end if
} //end if
} //end else
} //end if
return qfalse;
} //end of the function AAS_Reachability_Step_Barrier_WaterJump_WalkOffLedge
#ifdef _MSC_VER
#pragma optimize("", on) //work around msvc ICE
#endif
//===========================================================================
// returns the distance between the two vectors
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
float VectorDistance(vec3_t v1, vec3_t v2)
{
vec3_t dir;
VectorSubtract(v2, v1, dir);
return VectorLength(dir);
} //end of the function VectorDistance
//===========================================================================
// returns true if the first vector is between the last two vectors
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int VectorBetweenVectors(vec3_t v, vec3_t v1, vec3_t v2)
{
vec3_t dir1, dir2;
VectorSubtract(v, v1, dir1);
VectorSubtract(v, v2, dir2);
return (DotProduct(dir1, dir2) <= 0);
} //end of the function VectorBetweenVectors
//===========================================================================
// returns the mid point between the two vectors
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void VectorMiddle(vec3_t v1, vec3_t v2, vec3_t middle)
{
VectorAdd(v1, v2, middle);
VectorScale(middle, 0.5, middle);
} //end of the function VectorMiddle
//===========================================================================
// calculate a range of points closest to each other on both edges
//
// Parameter: beststart1 start of the range of points on edge v1-v2
// beststart2 end of the range of points on edge v1-v2
// bestend1 start of the range of points on edge v3-v4
// bestend2 end of the range of points on edge v3-v4
// bestdist best distance so far
// Returns: -
// Changes Globals: -
//===========================================================================
/*
float AAS_ClosestEdgePoints(vec3_t v1, vec3_t v2, vec3_t v3, vec3_t v4,
aas_plane_t *plane1, aas_plane_t *plane2,
vec3_t beststart, vec3_t bestend, float bestdist)
{
vec3_t dir1, dir2, p1, p2, p3, p4;
float a1, a2, b1, b2, dist;
int founddist;
//edge vectors
VectorSubtract(v2, v1, dir1);
VectorSubtract(v4, v3, dir2);
//get the horizontal directions
dir1[2] = 0;
dir2[2] = 0;
//
// p1 = point on an edge vector of area2 closest to v1
// p2 = point on an edge vector of area2 closest to v2
// p3 = point on an edge vector of area1 closest to v3
// p4 = point on an edge vector of area1 closest to v4
//
if (dir2[0])
{
a2 = dir2[1] / dir2[0];
b2 = v3[1] - a2 * v3[0];
//point on the edge vector of area2 closest to v1
p1[0] = (DotProduct(v1, dir2) - (a2 * dir2[0] + b2 * dir2[1])) / dir2[0];
p1[1] = a2 * p1[0] + b2;
//point on the edge vector of area2 closest to v2
p2[0] = (DotProduct(v2, dir2) - (a2 * dir2[0] + b2 * dir2[1])) / dir2[0];
p2[1] = a2 * p2[0] + b2;
} //end if
else
{
//point on the edge vector of area2 closest to v1
p1[0] = v3[0];
p1[1] = v1[1];
//point on the edge vector of area2 closest to v2
p2[0] = v3[0];
p2[1] = v2[1];
} //end else
//
if (dir1[0])
{
//
a1 = dir1[1] / dir1[0];
b1 = v1[1] - a1 * v1[0];
//point on the edge vector of area1 closest to v3
p3[0] = (DotProduct(v3, dir1) - (a1 * dir1[0] + b1 * dir1[1])) / dir1[0];
p3[1] = a1 * p3[0] + b1;
//point on the edge vector of area1 closest to v4
p4[0] = (DotProduct(v4, dir1) - (a1 * dir1[0] + b1 * dir1[1])) / dir1[0];
p4[1] = a1 * p4[0] + b1;
} //end if
else
{
//point on the edge vector of area1 closest to v3
p3[0] = v1[0];
p3[1] = v3[1];
//point on the edge vector of area1 closest to v4
p4[0] = v1[0];
p4[1] = v4[1];
} //end else
//start with zero z-coordinates
p1[2] = 0;
p2[2] = 0;
p3[2] = 0;
p4[2] = 0;
//calculate the z-coordinates from the ground planes
p1[2] = (plane2->dist - DotProduct(plane2->normal, p1)) / plane2->normal[2];
p2[2] = (plane2->dist - DotProduct(plane2->normal, p2)) / plane2->normal[2];
p3[2] = (plane1->dist - DotProduct(plane1->normal, p3)) / plane1->normal[2];
p4[2] = (plane1->dist - DotProduct(plane1->normal, p4)) / plane1->normal[2];
//
founddist = qfalse;
//
if (VectorBetweenVectors(p1, v3, v4))
{
dist = VectorDistance(v1, p1);
if (dist > bestdist - 0.5 && dist < bestdist + 0.5)
{
VectorMiddle(beststart, v1, beststart);
VectorMiddle(bestend, p1, bestend);
} //end if
else if (dist < bestdist)
{
bestdist = dist;
VectorCopy(v1, beststart);
VectorCopy(p1, bestend);
} //end if
founddist = qtrue;
} //end if
if (VectorBetweenVectors(p2, v3, v4))
{
dist = VectorDistance(v2, p2);
if (dist > bestdist - 0.5 && dist < bestdist + 0.5)
{
VectorMiddle(beststart, v2, beststart);
VectorMiddle(bestend, p2, bestend);
} //end if
else if (dist < bestdist)
{
bestdist = dist;
VectorCopy(v2, beststart);
VectorCopy(p2, bestend);
} //end if
founddist = qtrue;
} //end else if
if (VectorBetweenVectors(p3, v1, v2))
{
dist = VectorDistance(v3, p3);
if (dist > bestdist - 0.5 && dist < bestdist + 0.5)
{
VectorMiddle(beststart, p3, beststart);
VectorMiddle(bestend, v3, bestend);
} //end if
else if (dist < bestdist)
{
bestdist = dist;
VectorCopy(p3, beststart);
VectorCopy(v3, bestend);
} //end if
founddist = qtrue;
} //end else if
if (VectorBetweenVectors(p4, v1, v2))
{
dist = VectorDistance(v4, p4);
if (dist > bestdist - 0.5 && dist < bestdist + 0.5)
{
VectorMiddle(beststart, p4, beststart);
VectorMiddle(bestend, v4, bestend);
} //end if
else if (dist < bestdist)
{
bestdist = dist;
VectorCopy(p4, beststart);
VectorCopy(v4, bestend);
} //end if
founddist = qtrue;
} //end else if
//if no shortest distance was found the shortest distance
//is between one of the vertexes of edge1 and one of edge2
if (!founddist)
{
dist = VectorDistance(v1, v3);
if (dist < bestdist)
{
bestdist = dist;
VectorCopy(v1, beststart);
VectorCopy(v3, bestend);
} //end if
dist = VectorDistance(v1, v4);
if (dist < bestdist)
{
bestdist = dist;
VectorCopy(v1, beststart);
VectorCopy(v4, bestend);
} //end if
dist = VectorDistance(v2, v3);
if (dist < bestdist)
{
bestdist = dist;
VectorCopy(v2, beststart);
VectorCopy(v3, bestend);
} //end if
dist = VectorDistance(v2, v4);
if (dist < bestdist)
{
bestdist = dist;
VectorCopy(v2, beststart);
VectorCopy(v4, bestend);
} //end if
} //end if
return bestdist;
} //end of the function AAS_ClosestEdgePoints*/
float AAS_ClosestEdgePoints(vec3_t v1, vec3_t v2, vec3_t v3, vec3_t v4,
aas_plane_t *plane1, aas_plane_t *plane2,
vec3_t beststart1, vec3_t bestend1,
vec3_t beststart2, vec3_t bestend2, float bestdist)
{
vec3_t dir1, dir2, p1, p2, p3, p4;
float a1, a2, b1, b2, dist, dist1, dist2;
int founddist;
//edge vectors
VectorSubtract(v2, v1, dir1);
VectorSubtract(v4, v3, dir2);
//get the horizontal directions
dir1[2] = 0;
dir2[2] = 0;
//
// p1 = point on an edge vector of area2 closest to v1
// p2 = point on an edge vector of area2 closest to v2
// p3 = point on an edge vector of area1 closest to v3
// p4 = point on an edge vector of area1 closest to v4
//
if (dir2[0])
{
a2 = dir2[1] / dir2[0];
b2 = v3[1] - a2 * v3[0];
//point on the edge vector of area2 closest to v1
p1[0] = (DotProduct(v1, dir2) - (a2 * dir2[0] + b2 * dir2[1])) / dir2[0];
p1[1] = a2 * p1[0] + b2;
//point on the edge vector of area2 closest to v2
p2[0] = (DotProduct(v2, dir2) - (a2 * dir2[0] + b2 * dir2[1])) / dir2[0];
p2[1] = a2 * p2[0] + b2;
} //end if
else
{
//point on the edge vector of area2 closest to v1
p1[0] = v3[0];
p1[1] = v1[1];
//point on the edge vector of area2 closest to v2
p2[0] = v3[0];
p2[1] = v2[1];
} //end else
//
if (dir1[0])
{
//
a1 = dir1[1] / dir1[0];
b1 = v1[1] - a1 * v1[0];
//point on the edge vector of area1 closest to v3
p3[0] = (DotProduct(v3, dir1) - (a1 * dir1[0] + b1 * dir1[1])) / dir1[0];
p3[1] = a1 * p3[0] + b1;
//point on the edge vector of area1 closest to v4
p4[0] = (DotProduct(v4, dir1) - (a1 * dir1[0] + b1 * dir1[1])) / dir1[0];
p4[1] = a1 * p4[0] + b1;
} //end if
else
{
//point on the edge vector of area1 closest to v3
p3[0] = v1[0];
p3[1] = v3[1];
//point on the edge vector of area1 closest to v4
p4[0] = v1[0];
p4[1] = v4[1];
} //end else
//start with zero z-coordinates
p1[2] = 0;
p2[2] = 0;
p3[2] = 0;
p4[2] = 0;
//calculate the z-coordinates from the ground planes
p1[2] = (plane2->dist - DotProduct(plane2->normal, p1)) / plane2->normal[2];
p2[2] = (plane2->dist - DotProduct(plane2->normal, p2)) / plane2->normal[2];
p3[2] = (plane1->dist - DotProduct(plane1->normal, p3)) / plane1->normal[2];
p4[2] = (plane1->dist - DotProduct(plane1->normal, p4)) / plane1->normal[2];
//
founddist = qfalse;
//
if (VectorBetweenVectors(p1, v3, v4))
{
dist = VectorDistance(v1, p1);
if (dist > bestdist - 0.5 && dist < bestdist + 0.5)
{
dist1 = VectorDistance(beststart1, v1);
dist2 = VectorDistance(beststart2, v1);
if (dist1 > dist2)
{
if (dist1 > VectorDistance(beststart1, beststart2)) VectorCopy(v1, beststart2);
} //end if
else
{
if (dist2 > VectorDistance(beststart1, beststart2)) VectorCopy(v1, beststart1);
} //end else
dist1 = VectorDistance(bestend1, p1);
dist2 = VectorDistance(bestend2, p1);
if (dist1 > dist2)
{
if (dist1 > VectorDistance(bestend1, bestend2)) VectorCopy(p1, bestend2);
} //end if
else
{
if (dist2 > VectorDistance(bestend1, bestend2)) VectorCopy(p1, bestend1);
} //end else
} //end if
else if (dist < bestdist)
{
bestdist = dist;
VectorCopy(v1, beststart1);
VectorCopy(v1, beststart2);
VectorCopy(p1, bestend1);
VectorCopy(p1, bestend2);
} //end if
founddist = qtrue;
} //end if
if (VectorBetweenVectors(p2, v3, v4))
{
dist = VectorDistance(v2, p2);
if (dist > bestdist - 0.5 && dist < bestdist + 0.5)
{
dist1 = VectorDistance(beststart1, v2);
dist2 = VectorDistance(beststart2, v2);
if (dist1 > dist2)
{
if (dist1 > VectorDistance(beststart1, beststart2)) VectorCopy(v2, beststart2);
} //end if
else
{
if (dist2 > VectorDistance(beststart1, beststart2)) VectorCopy(v2, beststart1);
} //end else
dist1 = VectorDistance(bestend1, p2);
dist2 = VectorDistance(bestend2, p2);
if (dist1 > dist2)
{
if (dist1 > VectorDistance(bestend1, bestend2)) VectorCopy(p2, bestend2);
} //end if
else
{
if (dist2 > VectorDistance(bestend1, bestend2)) VectorCopy(p2, bestend1);
} //end else
} //end if
else if (dist < bestdist)
{
bestdist = dist;
VectorCopy(v2, beststart1);
VectorCopy(v2, beststart2);
VectorCopy(p2, bestend1);
VectorCopy(p2, bestend2);
} //end if
founddist = qtrue;
} //end else if
if (VectorBetweenVectors(p3, v1, v2))
{
dist = VectorDistance(v3, p3);
if (dist > bestdist - 0.5 && dist < bestdist + 0.5)
{
dist1 = VectorDistance(beststart1, p3);
dist2 = VectorDistance(beststart2, p3);
if (dist1 > dist2)
{
if (dist1 > VectorDistance(beststart1, beststart2)) VectorCopy(p3, beststart2);
} //end if
else
{
if (dist2 > VectorDistance(beststart1, beststart2)) VectorCopy(p3, beststart1);
} //end else
dist1 = VectorDistance(bestend1, v3);
dist2 = VectorDistance(bestend2, v3);
if (dist1 > dist2)
{
if (dist1 > VectorDistance(bestend1, bestend2)) VectorCopy(v3, bestend2);
} //end if
else
{
if (dist2 > VectorDistance(bestend1, bestend2)) VectorCopy(v3, bestend1);
} //end else
} //end if
else if (dist < bestdist)
{
bestdist = dist;
VectorCopy(p3, beststart1);
VectorCopy(p3, beststart2);
VectorCopy(v3, bestend1);
VectorCopy(v3, bestend2);
} //end if
founddist = qtrue;
} //end else if
if (VectorBetweenVectors(p4, v1, v2))
{
dist = VectorDistance(v4, p4);
if (dist > bestdist - 0.5 && dist < bestdist + 0.5)
{
dist1 = VectorDistance(beststart1, p4);
dist2 = VectorDistance(beststart2, p4);
if (dist1 > dist2)
{
if (dist1 > VectorDistance(beststart1, beststart2)) VectorCopy(p4, beststart2);
} //end if
else
{
if (dist2 > VectorDistance(beststart1, beststart2)) VectorCopy(p4, beststart1);
} //end else
dist1 = VectorDistance(bestend1, v4);
dist2 = VectorDistance(bestend2, v4);
if (dist1 > dist2)
{
if (dist1 > VectorDistance(bestend1, bestend2)) VectorCopy(v4, bestend2);
} //end if
else
{
if (dist2 > VectorDistance(bestend1, bestend2)) VectorCopy(v4, bestend1);
} //end else
} //end if
else if (dist < bestdist)
{
bestdist = dist;
VectorCopy(p4, beststart1);
VectorCopy(p4, beststart2);
VectorCopy(v4, bestend1);
VectorCopy(v4, bestend2);
} //end if
founddist = qtrue;
} //end else if
//if no shortest distance was found the shortest distance
//is between one of the vertexes of edge1 and one of edge2
if (!founddist)
{
dist = VectorDistance(v1, v3);
if (dist < bestdist)
{
bestdist = dist;
VectorCopy(v1, beststart1);
VectorCopy(v1, beststart2);
VectorCopy(v3, bestend1);
VectorCopy(v3, bestend2);
} //end if
dist = VectorDistance(v1, v4);
if (dist < bestdist)
{
bestdist = dist;
VectorCopy(v1, beststart1);
VectorCopy(v1, beststart2);
VectorCopy(v4, bestend1);
VectorCopy(v4, bestend2);
} //end if
dist = VectorDistance(v2, v3);
if (dist < bestdist)
{
bestdist = dist;
VectorCopy(v2, beststart1);
VectorCopy(v2, beststart2);
VectorCopy(v3, bestend1);
VectorCopy(v3, bestend2);
} //end if
dist = VectorDistance(v2, v4);
if (dist < bestdist)
{
bestdist = dist;
VectorCopy(v2, beststart1);
VectorCopy(v2, beststart2);
VectorCopy(v4, bestend1);
VectorCopy(v4, bestend2);
} //end if
} //end if
return bestdist;
} //end of the function AAS_ClosestEdgePoints
//===========================================================================
// creates possible jump reachabilities between the areas
//
// The two closest points on the ground of the areas are calculated
// One of the points will be on an edge of a ground face of area1 and
// one on an edge of a ground face of area2.
// If there is a range of closest points the point in the middle of this range
// is selected.
// Between these two points there must be one or more gaps.
// If the gaps exist a potential jump is predicted.
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_Reachability_Jump(int area1num, int area2num)
{
int i, j, k, l, face1num, face2num, edge1num, edge2num, traveltype;
int stopevent, areas[10], numareas;
float phys_jumpvel, maxjumpdistance, maxjumpheight, height, bestdist, speed;
vec_t *v1, *v2, *v3, *v4;
vec3_t beststart, beststart2, bestend, bestend2;
vec3_t teststart, testend, dir, velocity, cmdmove, up = {0, 0, 1}, sidewards;
aas_area_t *area1, *area2;
aas_face_t *face1, *face2;
aas_edge_t *edge1, *edge2;
aas_plane_t *plane1, *plane2, *plane;
aas_trace_t trace;
aas_clientmove_t move;
aas_lreachability_t *lreach;
if (!AAS_AreaGrounded(area1num) || !AAS_AreaGrounded(area2num)) return qfalse;
//cannot jump from or to a crouch area
if (AAS_AreaCrouch(area1num) || AAS_AreaCrouch(area2num)) return qfalse;
//
area1 = &aasworld.areas[area1num];
area2 = &aasworld.areas[area2num];
//
phys_jumpvel = aassettings.phys_jumpvel;
//maximum distance a player can jump
maxjumpdistance = 2 * AAS_MaxJumpDistance(phys_jumpvel);
//maximum height a player can jump with the given initial z velocity
maxjumpheight = AAS_MaxJumpHeight(phys_jumpvel);
//if the areas are not near anough in the x-y direction
for (i = 0; i < 2; i++)
{
if (area1->mins[i] > area2->maxs[i] + maxjumpdistance) return qfalse;
if (area1->maxs[i] < area2->mins[i] - maxjumpdistance) return qfalse;
} //end for
//if area2 is way to high to jump up to
if (area2->mins[2] > area1->maxs[2] + maxjumpheight) return qfalse;
//
bestdist = 999999;
//
for (i = 0; i < area1->numfaces; i++)
{
face1num = aasworld.faceindex[area1->firstface + i];
face1 = &aasworld.faces[abs(face1num)];
//if not a ground face
if (!(face1->faceflags & FACE_GROUND)) continue;
//
for (j = 0; j < area2->numfaces; j++)
{
face2num = aasworld.faceindex[area2->firstface + j];
face2 = &aasworld.faces[abs(face2num)];
//if not a ground face
if (!(face2->faceflags & FACE_GROUND)) continue;
//
for (k = 0; k < face1->numedges; k++)
{
edge1num = abs(aasworld.edgeindex[face1->firstedge + k]);
edge1 = &aasworld.edges[edge1num];
for (l = 0; l < face2->numedges; l++)
{
edge2num = abs(aasworld.edgeindex[face2->firstedge + l]);
edge2 = &aasworld.edges[edge2num];
//calculate the minimum distance between the two edges
v1 = aasworld.vertexes[edge1->v[0]];
v2 = aasworld.vertexes[edge1->v[1]];
v3 = aasworld.vertexes[edge2->v[0]];
v4 = aasworld.vertexes[edge2->v[1]];
//get the ground planes
plane1 = &aasworld.planes[face1->planenum];
plane2 = &aasworld.planes[face2->planenum];
//
bestdist = AAS_ClosestEdgePoints(v1, v2, v3, v4, plane1, plane2,
beststart, bestend,
beststart2, bestend2, bestdist);
} //end for
} //end for
} //end for
} //end for
VectorMiddle(beststart, beststart2, beststart);
VectorMiddle(bestend, bestend2, bestend);
if (bestdist > 4 && bestdist < maxjumpdistance)
{
// Log_Write("shortest distance between %d and %d is %f\r\n", area1num, area2num, bestdist);
// if very close and almost no height difference then the bot can walk
if (bestdist <= 48 && fabs(beststart[2] - bestend[2]) < 8)
{
speed = 400;
traveltype = TRAVEL_WALKOFFLEDGE;
} //end if
else if (AAS_HorizontalVelocityForJump(0, beststart, bestend, &speed))
{
//FIXME: why multiply with 1.2???
speed *= 1.2f;
traveltype = TRAVEL_WALKOFFLEDGE;
} //end else if
else
{
//get the horizontal speed for the jump, if it isn't possible to calculate this
//speed (the jump is not possible) then there's no jump reachability created
if (!AAS_HorizontalVelocityForJump(phys_jumpvel, beststart, bestend, &speed))
return qfalse;
speed *= 1.05f;
traveltype = TRAVEL_JUMP;
//
//NOTE: test if the horizontal distance isn't too small
VectorSubtract(bestend, beststart, dir);
dir[2] = 0;
if (VectorLength(dir) < 10)
return qfalse;
} //end if
//
VectorSubtract(bestend, beststart, dir);
VectorNormalize(dir);
VectorMA(beststart, 1, dir, teststart);
//
VectorCopy(teststart, testend);
testend[2] -= 100;
trace = AAS_TraceClientBBox(teststart, testend, PRESENCE_NORMAL, -1);
//
if (trace.startsolid)
return qfalse;
if (trace.fraction < 1)
{
plane = &aasworld.planes[trace.planenum];
// if the bot can stand on the surface
if (DotProduct(plane->normal, up) >= 0.7)
{
// if no lava or slime below
if (!(AAS_PointContents(trace.endpos) & (CONTENTS_LAVA|CONTENTS_SLIME)))
{
if (teststart[2] - trace.endpos[2] <= aassettings.phys_maxbarrier)
return qfalse;
} //end if
} //end if
} //end if
//
VectorMA(bestend, -1, dir, teststart);
//
VectorCopy(teststart, testend);
testend[2] -= 100;
trace = AAS_TraceClientBBox(teststart, testend, PRESENCE_NORMAL, -1);
//
if (trace.startsolid)
return qfalse;
if (trace.fraction < 1)
{
plane = &aasworld.planes[trace.planenum];
// if the bot can stand on the surface
if (DotProduct(plane->normal, up) >= 0.7)
{
// if no lava or slime below
if (!(AAS_PointContents(trace.endpos) & (CONTENTS_LAVA|CONTENTS_SLIME)))
{
if (teststart[2] - trace.endpos[2] <= aassettings.phys_maxbarrier)
return qfalse;
} //end if
} //end if
} //end if
//
// get command movement
VectorClear(cmdmove);
if ((traveltype & TRAVELTYPE_MASK) == TRAVEL_JUMP)
cmdmove[2] = aassettings.phys_jumpvel;
else
cmdmove[2] = 0;
//
VectorSubtract(bestend, beststart, dir);
dir[2] = 0;
VectorNormalize(dir);
CrossProduct(dir, up, sidewards);
//
stopevent = SE_HITGROUND|SE_ENTERWATER|SE_ENTERSLIME|SE_ENTERLAVA|SE_HITGROUNDDAMAGE;
if (!AAS_AreaClusterPortal(area1num) && !AAS_AreaClusterPortal(area2num))
stopevent |= SE_TOUCHCLUSTERPORTAL;
//
for (i = 0; i < 3; i++)
{
//
if (i == 1)
VectorAdd(testend, sidewards, testend);
else if (i == 2)
VectorSubtract(bestend, sidewards, testend);
else
VectorCopy(bestend, testend);
VectorSubtract(testend, beststart, dir);
dir[2] = 0;
VectorNormalize(dir);
VectorScale(dir, speed, velocity);
//
AAS_PredictClientMovement(&move, -1, beststart, PRESENCE_NORMAL, qtrue,
velocity, cmdmove, 3, 30, 0.1f,
stopevent, 0, qfalse);
// if prediction time wasn't enough to fully predict the movement
if (move.frames >= 30)
return qfalse;
// don't enter slime or lava and don't fall from too high
if (move.stopevent & (SE_ENTERSLIME|SE_ENTERLAVA))
return qfalse;
// never jump or fall through a cluster portal
if (move.stopevent & SE_TOUCHCLUSTERPORTAL)
return qfalse;
//the end position should be in area2, also test a little bit back
//because the predicted jump could have rushed through the area
VectorMA(move.endpos, -64, dir, teststart);
teststart[2] += 1;
numareas = AAS_TraceAreas(move.endpos, teststart, areas, NULL, ARRAY_LEN(areas));
for (j = 0; j < numareas; j++)
{
if (areas[j] == area2num)
break;
} //end for
if (j < numareas)
break;
}
if (i >= 3)
return qfalse;
//
#ifdef REACH_DEBUG
//create the reachability
Log_Write("jump reachability between %d and %d\r\n", area1num, area2num);
#endif //REACH_DEBUG
//create a new reachability link
lreach = AAS_AllocReachability();
if (!lreach) return qfalse;
lreach->areanum = area2num;
lreach->facenum = 0;
lreach->edgenum = 0;
VectorCopy(beststart, lreach->start);
VectorCopy(bestend, lreach->end);
lreach->traveltype = traveltype;
VectorSubtract(bestend, beststart, dir);
height = dir[2];
dir[2] = 0;
if ((traveltype & TRAVELTYPE_MASK) == TRAVEL_WALKOFFLEDGE && height > VectorLength(dir))
{
lreach->traveltime = aassettings.rs_startwalkoffledge + height * 50 / aassettings.phys_gravity;
}
else
{
lreach->traveltime = aassettings.rs_startjump + VectorDistance(bestend, beststart) * 240 / aassettings.phys_maxwalkvelocity;
} //end if
//
if (!AAS_AreaJumpPad(area2num))
{
if (AAS_FallDelta(beststart[2] - bestend[2]) > aassettings.phys_falldelta5)
{
lreach->traveltime += aassettings.rs_falldamage5;
} //end if
else if (AAS_FallDelta(beststart[2] - bestend[2]) > aassettings.phys_falldelta10)
{
lreach->traveltime += aassettings.rs_falldamage10;
} //end if
} //end if
lreach->next = areareachability[area1num];
areareachability[area1num] = lreach;
//
if ((traveltype & TRAVELTYPE_MASK) == TRAVEL_JUMP)
reach_jump++;
else
reach_walkoffledge++;
} //end if
return qfalse;
} //end of the function AAS_Reachability_Jump
//===========================================================================
// create a possible ladder reachability from area1 to area2
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_Reachability_Ladder(int area1num, int area2num)
{
int i, j, k, l, edge1num, edge2num, sharededgenum = 0, lowestedgenum = 0;
int face1num, face2num, ladderface1num = 0, ladderface2num = 0;
int ladderface1vertical, ladderface2vertical, firstv;
float face1area, face2area, bestface1area = -9999, bestface2area = -9999;
float phys_jumpvel, maxjumpheight;
vec3_t area1point, area2point, v1, v2, up = {0, 0, 1};
vec3_t mid, lowestpoint = {0, 0}, start, end, sharededgevec, dir;
aas_area_t *area1, *area2;
aas_face_t *face1, *face2, *ladderface1 = NULL, *ladderface2 = NULL;
aas_plane_t *plane1, *plane2;
aas_edge_t *sharededge, *edge1;
aas_lreachability_t *lreach;
aas_trace_t trace;
if (!AAS_AreaLadder(area1num) || !AAS_AreaLadder(area2num)) return qfalse;
//
phys_jumpvel = aassettings.phys_jumpvel;
//maximum height a player can jump with the given initial z velocity
maxjumpheight = AAS_MaxJumpHeight(phys_jumpvel);
area1 = &aasworld.areas[area1num];
area2 = &aasworld.areas[area2num];
for (i = 0; i < area1->numfaces; i++)
{
face1num = aasworld.faceindex[area1->firstface + i];
face1 = &aasworld.faces[abs(face1num)];
//if not a ladder face
if (!(face1->faceflags & FACE_LADDER)) continue;
//
for (j = 0; j < area2->numfaces; j++)
{
face2num = aasworld.faceindex[area2->firstface + j];
face2 = &aasworld.faces[abs(face2num)];
//if not a ladder face
if (!(face2->faceflags & FACE_LADDER)) continue;
//check if the faces share an edge
for (k = 0; k < face1->numedges; k++)
{
edge1num = aasworld.edgeindex[face1->firstedge + k];
for (l = 0; l < face2->numedges; l++)
{
edge2num = aasworld.edgeindex[face2->firstedge + l];
if (abs(edge1num) == abs(edge2num))
{
//get the face with the largest area
face1area = AAS_FaceArea(face1);
face2area = AAS_FaceArea(face2);
if (face1area > bestface1area && face2area > bestface2area)
{
bestface1area = face1area;
bestface2area = face2area;
ladderface1 = face1;
ladderface2 = face2;
ladderface1num = face1num;
ladderface2num = face2num;
sharededgenum = edge1num;
} //end if
break;
} //end if
} //end for
if (l != face2->numedges) break;
} //end for
} //end for
} //end for
//
if (ladderface1 && ladderface2)
{
//get the middle of the shared edge
sharededge = &aasworld.edges[abs(sharededgenum)];
firstv = sharededgenum < 0;
//
VectorCopy(aasworld.vertexes[sharededge->v[firstv]], v1);
VectorCopy(aasworld.vertexes[sharededge->v[!firstv]], v2);
VectorAdd(v1, v2, area1point);
VectorScale(area1point, 0.5, area1point);
VectorCopy(area1point, area2point);
//
//if the face plane in area 1 is pretty much vertical
plane1 = &aasworld.planes[ladderface1->planenum ^ (ladderface1num < 0)];
plane2 = &aasworld.planes[ladderface2->planenum ^ (ladderface2num < 0)];
//
//get the points really into the areas
VectorSubtract(v2, v1, sharededgevec);
CrossProduct(plane1->normal, sharededgevec, dir);
VectorNormalize(dir);
//NOTE: 32 because that's larger than 16 (bot bbox x,y)
VectorMA(area1point, -32, dir, area1point);
VectorMA(area2point, 32, dir, area2point);
//
ladderface1vertical = fabs(DotProduct(plane1->normal, up)) < 0.1;
ladderface2vertical = fabs(DotProduct(plane2->normal, up)) < 0.1;
//there's only reachability between vertical ladder faces
if (!ladderface1vertical && !ladderface2vertical) return qfalse;
//if both vertical ladder faces
if (ladderface1vertical && ladderface2vertical
//and the ladder faces do not make a sharp corner
&& DotProduct(plane1->normal, plane2->normal) > 0.7
//and the shared edge is not too vertical
&& fabs(DotProduct(sharededgevec, up)) < 0.7)
{
//create a new reachability link
lreach = AAS_AllocReachability();
if (!lreach) return qfalse;
lreach->areanum = area2num;
lreach->facenum = ladderface1num;
lreach->edgenum = abs(sharededgenum);
VectorCopy(area1point, lreach->start);
//VectorCopy(area2point, lreach->end);
VectorMA(area2point, -3, plane1->normal, lreach->end);
lreach->traveltype = TRAVEL_LADDER;
lreach->traveltime = 10;
lreach->next = areareachability[area1num];
areareachability[area1num] = lreach;
//
reach_ladder++;
//create a new reachability link
lreach = AAS_AllocReachability();
if (!lreach) return qfalse;
lreach->areanum = area1num;
lreach->facenum = ladderface2num;
lreach->edgenum = abs(sharededgenum);
VectorCopy(area2point, lreach->start);
//VectorCopy(area1point, lreach->end);
VectorMA(area1point, -3, plane1->normal, lreach->end);
lreach->traveltype = TRAVEL_LADDER;
lreach->traveltime = 10;
lreach->next = areareachability[area2num];
areareachability[area2num] = lreach;
//
reach_ladder++;
//
return qtrue;
} //end if
//if the second ladder face is also a ground face
//create ladder end (just ladder) reachability and
//walk off a ladder (ledge) reachability
if (ladderface1vertical && (ladderface2->faceflags & FACE_GROUND))
{
//create a new reachability link
lreach = AAS_AllocReachability();
if (!lreach) return qfalse;
lreach->areanum = area2num;
lreach->facenum = ladderface1num;
lreach->edgenum = abs(sharededgenum);
VectorCopy(area1point, lreach->start);
VectorCopy(area2point, lreach->end);
lreach->end[2] += 16;
VectorMA(lreach->end, -15, plane1->normal, lreach->end);
lreach->traveltype = TRAVEL_LADDER;
lreach->traveltime = 10;
lreach->next = areareachability[area1num];
areareachability[area1num] = lreach;
//
reach_ladder++;
//create a new reachability link
lreach = AAS_AllocReachability();
if (!lreach) return qfalse;
lreach->areanum = area1num;
lreach->facenum = ladderface2num;
lreach->edgenum = abs(sharededgenum);
VectorCopy(area2point, lreach->start);
VectorCopy(area1point, lreach->end);
lreach->traveltype = TRAVEL_WALKOFFLEDGE;
lreach->traveltime = 10;
lreach->next = areareachability[area2num];
areareachability[area2num] = lreach;
//
reach_walkoffledge++;
//
return qtrue;
} //end if
//
if (ladderface1vertical)
{
//find lowest edge of the ladder face
lowestpoint[2] = 99999;
for (i = 0; i < ladderface1->numedges; i++)
{
edge1num = abs(aasworld.edgeindex[ladderface1->firstedge + i]);
edge1 = &aasworld.edges[edge1num];
//
VectorCopy(aasworld.vertexes[edge1->v[0]], v1);
VectorCopy(aasworld.vertexes[edge1->v[1]], v2);
//
VectorAdd(v1, v2, mid);
VectorScale(mid, 0.5, mid);
//
if (mid[2] < lowestpoint[2])
{
VectorCopy(mid, lowestpoint);
lowestedgenum = edge1num;
} //end if
} //end for
//
plane1 = &aasworld.planes[ladderface1->planenum];
//trace down in the middle of this edge
VectorMA(lowestpoint, 5, plane1->normal, start);
VectorCopy(start, end);
start[2] += 5;
end[2] -= 100;
//trace without entity collision
trace = AAS_TraceClientBBox(start, end, PRESENCE_NORMAL, -1);
//
//
#ifdef REACH_DEBUG
if (trace.startsolid)
{
Log_Write("trace from area %d started in solid\r\n", area1num);
} //end if
#endif //REACH_DEBUG
//
trace.endpos[2] += 1;
area2num = AAS_PointAreaNum(trace.endpos);
//
area2 = &aasworld.areas[area2num];
for (i = 0; i < area2->numfaces; i++)
{
face2num = aasworld.faceindex[area2->firstface + i];
face2 = &aasworld.faces[abs(face2num)];
//
if (face2->faceflags & FACE_LADDER)
{
plane2 = &aasworld.planes[face2->planenum];
if (fabs(DotProduct(plane2->normal, up)) < 0.1) break;
} //end if
} //end for
//if from another area without vertical ladder faces
if (i >= area2->numfaces && area2num != area1num &&
//the reachabilities shouldn't exist already
!AAS_ReachabilityExists(area1num, area2num) &&
!AAS_ReachabilityExists(area2num, area1num))
{
//if the height is jumpable
if (start[2] - trace.endpos[2] < maxjumpheight)
{
//create a new reachability link
lreach = AAS_AllocReachability();
if (!lreach) return qfalse;
lreach->areanum = area2num;
lreach->facenum = ladderface1num;
lreach->edgenum = lowestedgenum;
VectorCopy(lowestpoint, lreach->start);
VectorCopy(trace.endpos, lreach->end);
lreach->traveltype = TRAVEL_LADDER;
lreach->traveltime = 10;
lreach->next = areareachability[area1num];
areareachability[area1num] = lreach;
//
reach_ladder++;
//create a new reachability link
lreach = AAS_AllocReachability();
if (!lreach) return qfalse;
lreach->areanum = area1num;
lreach->facenum = ladderface1num;
lreach->edgenum = lowestedgenum;
VectorCopy(trace.endpos, lreach->start);
//get the end point a little bit into the ladder
VectorMA(lowestpoint, -5, plane1->normal, lreach->end);
//get the end point a little higher
lreach->end[2] += 10;
lreach->traveltype = TRAVEL_JUMP;
lreach->traveltime = 10;
lreach->next = areareachability[area2num];
areareachability[area2num] = lreach;
//
reach_jump++;
//
return qtrue;
#ifdef REACH_DEBUG
Log_Write("jump up to ladder reach between %d and %d\r\n", area2num, area1num);
#endif //REACH_DEBUG
} //end if
#ifdef REACH_DEBUG
else Log_Write("jump too high between area %d and %d\r\n", area2num, area1num);
#endif //REACH_DEBUG
} //end if
/*//if slime or lava below the ladder
//try jump reachability from far towards the ladder
if (aasworld.areasettings[area2num].contents & (AREACONTENTS_SLIME
| AREACONTENTS_LAVA))
{
for (i = 20; i <= 120; i += 20)
{
//trace down in the middle of this edge
VectorMA(lowestpoint, i, plane1->normal, start);
VectorCopy(start, end);
start[2] += 5;
end[2] -= 100;
//trace without entity collision
trace = AAS_TraceClientBBox(start, end, PRESENCE_NORMAL, -1);
//
if (trace.startsolid) break;
trace.endpos[2] += 1;
area2num = AAS_PointAreaNum(trace.endpos);
if (area2num == area1num) continue;
//
if (start[2] - trace.endpos[2] > maxjumpheight) continue;
if (aasworld.areasettings[area2num].contents & (AREACONTENTS_SLIME
| AREACONTENTS_LAVA)) continue;
//
//create a new reachability link
lreach = AAS_AllocReachability();
if (!lreach) return qfalse;
lreach->areanum = area1num;
lreach->facenum = ladderface1num;
lreach->edgenum = lowestedgenum;
VectorCopy(trace.endpos, lreach->start);
VectorCopy(lowestpoint, lreach->end);
lreach->end[2] += 5;
lreach->traveltype = TRAVEL_JUMP;
lreach->traveltime = 10;
lreach->next = areareachability[area2num];
areareachability[area2num] = lreach;
//
reach_jump++;
//
Log_Write("jump far to ladder reach between %d and %d\r\n", area2num, area1num);
//
break;
} //end for
} //end if*/
} //end if
} //end if
return qfalse;
} //end of the function AAS_Reachability_Ladder
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_TravelFlagsForTeam(int ent)
{
int notteam;
if (!AAS_IntForBSPEpairKey(ent, "bot_notteam", &notteam))
return 0;
if (notteam == 1)
return TRAVELFLAG_NOTTEAM1;
if (notteam == 2)
return TRAVELFLAG_NOTTEAM2;
return 0;
} //end of the function AAS_TravelFlagsForTeam
//===========================================================================
// create possible teleporter reachabilities
// this is very game dependent.... :(
//
// classname = trigger_multiple or trigger_teleport
// target = "t1"
//
// classname = target_teleporter
// targetname = "t1"
// target = "t2"
//
// classname = misc_teleporter_dest
// targetname = "t2"
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void AAS_Reachability_Teleport(void)
{
int area1num, area2num;
char target[MAX_EPAIRKEY], targetname[MAX_EPAIRKEY];
char classname[MAX_EPAIRKEY], model[MAX_EPAIRKEY];
int ent, dest;
float angle;
vec3_t origin, destorigin, mins, maxs, end, angles;
vec3_t mid, velocity, cmdmove;
aas_lreachability_t *lreach;
aas_clientmove_t move;
aas_trace_t trace;
aas_link_t *areas, *link;
for (ent = AAS_NextBSPEntity(0); ent; ent = AAS_NextBSPEntity(ent))
{
if (!AAS_ValueForBSPEpairKey(ent, "classname", classname, MAX_EPAIRKEY)) continue;
if (!strcmp(classname, "trigger_multiple"))
{
AAS_ValueForBSPEpairKey(ent, "model", model, MAX_EPAIRKEY);
//#ifdef REACH_DEBUG
botimport.Print(PRT_MESSAGE, "trigger_multiple model = \"%s\"\n", model);
//#endif REACH_DEBUG
VectorClear(angles);
AAS_BSPModelMinsMaxsOrigin(atoi(model+1), angles, mins, maxs, origin);
//
if (!AAS_ValueForBSPEpairKey(ent, "target", target, MAX_EPAIRKEY))
{
botimport.Print(PRT_ERROR, "trigger_multiple at %1.0f %1.0f %1.0f without target\n",
origin[0], origin[1], origin[2]);
continue;
} //end if
for (dest = AAS_NextBSPEntity(0); dest; dest = AAS_NextBSPEntity(dest))
{
if (!AAS_ValueForBSPEpairKey(dest, "classname", classname, MAX_EPAIRKEY)) continue;
if (!strcmp(classname, "target_teleporter"))
{
if (!AAS_ValueForBSPEpairKey(dest, "targetname", targetname, MAX_EPAIRKEY)) continue;
if (!strcmp(targetname, target))
{
break;
} //end if
} //end if
} //end for
if (!dest)
{
continue;
} //end if
if (!AAS_ValueForBSPEpairKey(dest, "target", target, MAX_EPAIRKEY))
{
botimport.Print(PRT_ERROR, "target_teleporter without target\n");
continue;
} //end if
} //end else
else if (!strcmp(classname, "trigger_teleport"))
{
AAS_ValueForBSPEpairKey(ent, "model", model, MAX_EPAIRKEY);
//#ifdef REACH_DEBUG
botimport.Print(PRT_MESSAGE, "trigger_teleport model = \"%s\"\n", model);
//#endif REACH_DEBUG
VectorClear(angles);
AAS_BSPModelMinsMaxsOrigin(atoi(model+1), angles, mins, maxs, origin);
//
if (!AAS_ValueForBSPEpairKey(ent, "target", target, MAX_EPAIRKEY))
{
botimport.Print(PRT_ERROR, "trigger_teleport at %1.0f %1.0f %1.0f without target\n",
origin[0], origin[1], origin[2]);
continue;
} //end if
} //end if
else
{
continue;
} //end else
//
for (dest = AAS_NextBSPEntity(0); dest; dest = AAS_NextBSPEntity(dest))
{
//classname should be misc_teleporter_dest
//but I've also seen target_position and actually any
//entity could be used... burp
if (AAS_ValueForBSPEpairKey(dest, "targetname", targetname, MAX_EPAIRKEY))
{
if (!strcmp(targetname, target))
{
break;
} //end if
} //end if
} //end for
if (!dest)
{
botimport.Print(PRT_ERROR, "teleporter without misc_teleporter_dest (%s)\n", target);
continue;
} //end if
if (!AAS_VectorForBSPEpairKey(dest, "origin", destorigin))
{
botimport.Print(PRT_ERROR, "teleporter destination (%s) without origin\n", target);
continue;
} //end if
//
area2num = AAS_PointAreaNum(destorigin);
//if not teleported into a teleporter or into a jumppad
if (!AAS_AreaTeleporter(area2num) && !AAS_AreaJumpPad(area2num))
{
VectorCopy(destorigin, end);
end[2] -= 64;
trace = AAS_TraceClientBBox(destorigin, end, PRESENCE_CROUCH, -1);
if (trace.startsolid)
{
botimport.Print(PRT_ERROR, "teleporter destination (%s) in solid\n", target);
continue;
} //end if
area2num = AAS_PointAreaNum(trace.endpos);
//
/*
if (!AAS_AreaTeleporter(area2num) &&
!AAS_AreaJumpPad(area2num) &&
!AAS_AreaGrounded(area2num))
{
VectorCopy(trace.endpos, destorigin);
}
else*/
{
//predict where you'll end up
AAS_FloatForBSPEpairKey(dest, "angle", &angle);
if (angle)
{
VectorSet(angles, 0, angle, 0);
AngleVectors(angles, velocity, NULL, NULL);
VectorScale(velocity, 400, velocity);
} //end if
else
{
VectorClear(velocity);
} //end else
VectorClear(cmdmove);
AAS_PredictClientMovement(&move, -1, destorigin, PRESENCE_NORMAL, qfalse,
velocity, cmdmove, 0, 30, 0.1f,
SE_HITGROUND|SE_ENTERWATER|SE_ENTERSLIME|
SE_ENTERLAVA|SE_HITGROUNDDAMAGE|SE_TOUCHJUMPPAD|SE_TOUCHTELEPORTER, 0, qfalse); //qtrue);
area2num = AAS_PointAreaNum(move.endpos);
if (move.stopevent & (SE_ENTERSLIME|SE_ENTERLAVA))
{
botimport.Print(PRT_WARNING, "teleported into slime or lava at dest %s\n", target);
} //end if
VectorCopy(move.endpos, destorigin);
} //end else
} //end if
//
//botimport.Print(PRT_MESSAGE, "teleporter brush origin at %f %f %f\n", origin[0], origin[1], origin[2]);
//botimport.Print(PRT_MESSAGE, "teleporter brush mins = %f %f %f\n", mins[0], mins[1], mins[2]);
//botimport.Print(PRT_MESSAGE, "teleporter brush maxs = %f %f %f\n", maxs[0], maxs[1], maxs[2]);
VectorAdd(origin, mins, mins);
VectorAdd(origin, maxs, maxs);
//
VectorAdd(mins, maxs, mid);
VectorScale(mid, 0.5, mid);
//link an invalid (-1) entity
areas = AAS_LinkEntityClientBBox(mins, maxs, -1, PRESENCE_CROUCH);
if (!areas) botimport.Print(PRT_MESSAGE, "trigger_multiple not in any area\n");
//
for (link = areas; link; link = link->next_area)
{
//if (!AAS_AreaGrounded(link->areanum)) continue;
if (!AAS_AreaTeleporter(link->areanum)) continue;
//
area1num = link->areanum;
//create a new reachability link
lreach = AAS_AllocReachability();
if (!lreach) break;
lreach->areanum = area2num;
lreach->facenum = 0;
lreach->edgenum = 0;
VectorCopy(mid, lreach->start);
VectorCopy(destorigin, lreach->end);
lreach->traveltype = TRAVEL_TELEPORT;
lreach->traveltype |= AAS_TravelFlagsForTeam(ent);
lreach->traveltime = aassettings.rs_teleport;
lreach->next = areareachability[area1num];
areareachability[area1num] = lreach;
//
reach_teleport++;
} //end for
//unlink the invalid entity
AAS_UnlinkFromAreas(areas);
} //end for
} //end of the function AAS_Reachability_Teleport
//===========================================================================
// create possible elevator (func_plat) reachabilities
// this is very game dependent.... :(
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void AAS_Reachability_Elevator(void)
{
int area1num, area2num, modelnum, i, j, k, l, n, p;
float lip, height, speed;
char model[MAX_EPAIRKEY], classname[MAX_EPAIRKEY];
int ent;
vec3_t mins, maxs, origin, angles = {0, 0, 0};
vec3_t pos1, pos2, mids, platbottom, plattop;
vec3_t bottomorg, toporg, start, end, dir;
vec_t xvals[8], yvals[8], xvals_top[8], yvals_top[8];
aas_lreachability_t *lreach;
aas_trace_t trace;
#ifdef REACH_DEBUG
Log_Write("AAS_Reachability_Elevator\r\n");
#endif //REACH_DEBUG
for (ent = AAS_NextBSPEntity(0); ent; ent = AAS_NextBSPEntity(ent))
{
if (!AAS_ValueForBSPEpairKey(ent, "classname", classname, MAX_EPAIRKEY)) continue;
if (!strcmp(classname, "func_plat"))
{
#ifdef REACH_DEBUG
Log_Write("found func plat\r\n");
#endif //REACH_DEBUG
if (!AAS_ValueForBSPEpairKey(ent, "model", model, MAX_EPAIRKEY))
{
botimport.Print(PRT_ERROR, "func_plat without model\n");
continue;
} //end if
//get the model number, and skip the leading *
modelnum = atoi(model+1);
if (modelnum <= 0)
{
botimport.Print(PRT_ERROR, "func_plat with invalid model number\n");
continue;
} //end if
//get the mins, maxs and origin of the model
//NOTE: the origin is usually (0,0,0) and the mins and maxs
// are the absolute mins and maxs
AAS_BSPModelMinsMaxsOrigin(modelnum, angles, mins, maxs, origin);
//
AAS_VectorForBSPEpairKey(ent, "origin", origin);
//pos1 is the top position, pos2 is the bottom
VectorCopy(origin, pos1);
VectorCopy(origin, pos2);
//get the lip of the plat
AAS_FloatForBSPEpairKey(ent, "lip", &lip);
if (!lip) lip = 8;
//get the movement height of the plat
AAS_FloatForBSPEpairKey(ent, "height", &height);
if (!height) height = (maxs[2] - mins[2]) - lip;
//get the speed of the plat
AAS_FloatForBSPEpairKey(ent, "speed", &speed);
if (!speed) speed = 200;
//get bottom position below pos1
pos2[2] -= height;
//
//get a point just above the plat in the bottom position
VectorAdd(mins, maxs, mids);
VectorMA(pos2, 0.5, mids, platbottom);
platbottom[2] = maxs[2] - (pos1[2] - pos2[2]) + 2;
//get a point just above the plat in the top position
VectorAdd(mins, maxs, mids);
VectorMA(pos2, 0.5, mids, plattop);
plattop[2] = maxs[2] + 2;
//
/*if (!area1num)
{
Log_Write("no grounded area near plat bottom\r\n");
continue;
} //end if*/
//get the mins and maxs a little larger
for (i = 0; i < 3; i++)
{
mins[i] -= 1;
maxs[i] += 1;
} //end for
//
//botimport.Print(PRT_MESSAGE, "platbottom[2] = %1.1f plattop[2] = %1.1f\n", platbottom[2], plattop[2]);
//
VectorAdd(mins, maxs, mids);
VectorScale(mids, 0.5, mids);
//
xvals[0] = mins[0]; xvals[1] = mids[0]; xvals[2] = maxs[0]; xvals[3] = mids[0];
yvals[0] = mids[1]; yvals[1] = maxs[1]; yvals[2] = mids[1]; yvals[3] = mins[1];
//
xvals[4] = mins[0]; xvals[5] = maxs[0]; xvals[6] = maxs[0]; xvals[7] = mins[0];
yvals[4] = maxs[1]; yvals[5] = maxs[1]; yvals[6] = mins[1]; yvals[7] = mins[1];
//find adjacent areas around the bottom of the plat
for (i = 0; i < 9; i++)
{
if (i < 8) //check at the sides of the plat
{
bottomorg[0] = origin[0] + xvals[i];
bottomorg[1] = origin[1] + yvals[i];
bottomorg[2] = platbottom[2] + 16;
//get a grounded or swim area near the plat in the bottom position
area1num = AAS_PointAreaNum(bottomorg);
for (k = 0; k < 16; k++)
{
if (area1num)
{
if (AAS_AreaGrounded(area1num) || AAS_AreaSwim(area1num)) break;
} //end if
bottomorg[2] += 4;
area1num = AAS_PointAreaNum(bottomorg);
} //end if
//if in solid
if (k >= 16)
{
continue;
} //end if
} //end if
else //at the middle of the plat
{
VectorCopy(plattop, bottomorg);
bottomorg[2] += 24;
area1num = AAS_PointAreaNum(bottomorg);
if (!area1num) continue;
VectorCopy(platbottom, bottomorg);
bottomorg[2] += 24;
} //end else
//look at adjacent areas around the top of the plat
//make larger steps to outside the plat everytime
for (n = 0; n < 3; n++)
{
for (k = 0; k < 3; k++)
{
mins[k] -= 4;
maxs[k] += 4;
} //end for
xvals_top[0] = mins[0]; xvals_top[1] = mids[0]; xvals_top[2] = maxs[0]; xvals_top[3] = mids[0];
yvals_top[0] = mids[1]; yvals_top[1] = maxs[1]; yvals_top[2] = mids[1]; yvals_top[3] = mins[1];
//
xvals_top[4] = mins[0]; xvals_top[5] = maxs[0]; xvals_top[6] = maxs[0]; xvals_top[7] = mins[0];
yvals_top[4] = maxs[1]; yvals_top[5] = maxs[1]; yvals_top[6] = mins[1]; yvals_top[7] = mins[1];
//
for (j = 0; j < 8; j++)
{
toporg[0] = origin[0] + xvals_top[j];
toporg[1] = origin[1] + yvals_top[j];
toporg[2] = plattop[2] + 16;
//get a grounded or swim area near the plat in the top position
area2num = AAS_PointAreaNum(toporg);
for (l = 0; l < 16; l++)
{
if (area2num)
{
if (AAS_AreaGrounded(area2num) || AAS_AreaSwim(area2num))
{
VectorCopy(plattop, start);
start[2] += 32;
VectorCopy(toporg, end);
end[2] += 1;
trace = AAS_TraceClientBBox(start, end, PRESENCE_CROUCH, -1);
if (trace.fraction >= 1) break;
} //end if
} //end if
toporg[2] += 4;
area2num = AAS_PointAreaNum(toporg);
} //end if
//if in solid
if (l >= 16) continue;
//never create a reachability in the same area
if (area2num == area1num) continue;
//if the area isn't grounded
if (!AAS_AreaGrounded(area2num)) continue;
//if there already exists reachability between the areas
if (AAS_ReachabilityExists(area1num, area2num)) continue;
//if the reachability start is within the elevator bounding box
VectorSubtract(bottomorg, platbottom, dir);
VectorNormalize(dir);
dir[0] = bottomorg[0] + 24 * dir[0];
dir[1] = bottomorg[1] + 24 * dir[1];
dir[2] = bottomorg[2];
//
for (p = 0; p < 3; p++)
if (dir[p] < origin[p] + mins[p] || dir[p] > origin[p] + maxs[p]) break;
if (p >= 3) continue;
//create a new reachability link
lreach = AAS_AllocReachability();
if (!lreach) continue;
lreach->areanum = area2num;
//the facenum is the model number
lreach->facenum = modelnum;
//the edgenum is the height
lreach->edgenum = (int) height;
//
VectorCopy(dir, lreach->start);
VectorCopy(toporg, lreach->end);
lreach->traveltype = TRAVEL_ELEVATOR;
lreach->traveltype |= AAS_TravelFlagsForTeam(ent);
lreach->traveltime = aassettings.rs_startelevator + height * 100 / speed;
lreach->next = areareachability[area1num];
areareachability[area1num] = lreach;
//don't go any further to the outside
n = 9999;
//
#ifdef REACH_DEBUG
Log_Write("elevator reach from %d to %d\r\n", area1num, area2num);
#endif //REACH_DEBUG
//
reach_elevator++;
} //end for
} //end for
} //end for
} //end if
} //end for
} //end of the function AAS_Reachability_Elevator
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
aas_lreachability_t *AAS_FindFaceReachabilities(vec3_t *facepoints, int numpoints, aas_plane_t *plane, int towardsface)
{
int i, j, k, l;
int facenum, edgenum, bestfacenum;
float *v1, *v2, *v3, *v4;
float bestdist, speed, hordist, dist;
vec3_t beststart, beststart2, bestend, bestend2, tmp, hordir, testpoint;
aas_lreachability_t *lreach, *lreachabilities;
aas_area_t *area;
aas_face_t *face;
aas_edge_t *edge;
aas_plane_t *faceplane, *bestfaceplane;
//
lreachabilities = NULL;
bestfacenum = 0;
bestfaceplane = NULL;
//
for (i = 1; i < aasworld.numareas; i++)
{
area = &aasworld.areas[i];
// get the shortest distance between one of the func_bob start edges and
// one of the face edges of area1
bestdist = 999999;
for (j = 0; j < area->numfaces; j++)
{
facenum = aasworld.faceindex[area->firstface + j];
face = &aasworld.faces[abs(facenum)];
//if not a ground face
if (!(face->faceflags & FACE_GROUND)) continue;
//get the ground planes
faceplane = &aasworld.planes[face->planenum];
//
for (k = 0; k < face->numedges; k++)
{
edgenum = abs(aasworld.edgeindex[face->firstedge + k]);
edge = &aasworld.edges[edgenum];
//calculate the minimum distance between the two edges
v1 = aasworld.vertexes[edge->v[0]];
v2 = aasworld.vertexes[edge->v[1]];
//
for (l = 0; l < numpoints; l++)
{
v3 = facepoints[l];
v4 = facepoints[(l+1) % numpoints];
dist = AAS_ClosestEdgePoints(v1, v2, v3, v4, faceplane, plane,
beststart, bestend,
beststart2, bestend2, bestdist);
if (dist < bestdist)
{
bestfacenum = facenum;
bestfaceplane = faceplane;
bestdist = dist;
} //end if
} //end for
} //end for
} //end for
//
if (bestdist > 192) continue;
//
VectorMiddle(beststart, beststart2, beststart);
VectorMiddle(bestend, bestend2, bestend);
//
if (!towardsface)
{
VectorCopy(beststart, tmp);
VectorCopy(bestend, beststart);
VectorCopy(tmp, bestend);
} //end if
//
VectorSubtract(bestend, beststart, hordir);
hordir[2] = 0;
hordist = VectorLength(hordir);
//
if (hordist > 2 * AAS_MaxJumpDistance(aassettings.phys_jumpvel)) continue;
//the end point should not be significantly higher than the start point
if (bestend[2] - 32 > beststart[2]) continue;
//don't fall down too far
if (bestend[2] < beststart[2] - 128) continue;
//the distance should not be too far
if (hordist > 32)
{
//check for walk off ledge
if (!AAS_HorizontalVelocityForJump(0, beststart, bestend, &speed)) continue;
} //end if
//
beststart[2] += 1;
bestend[2] += 1;
//
if (towardsface) VectorCopy(bestend, testpoint);
else VectorCopy(beststart, testpoint);
testpoint[2] = 0;
testpoint[2] = (bestfaceplane->dist - DotProduct(bestfaceplane->normal, testpoint)) / bestfaceplane->normal[2];
//
if (!AAS_PointInsideFace(bestfacenum, testpoint, 0.1f))
{
//if the faces are not overlapping then only go down
if (bestend[2] - 16 > beststart[2]) continue;
} //end if
lreach = AAS_AllocReachability();
if (!lreach) return lreachabilities;
lreach->areanum = i;
lreach->facenum = 0;
lreach->edgenum = 0;
VectorCopy(beststart, lreach->start);
VectorCopy(bestend, lreach->end);
lreach->traveltype = 0;
lreach->traveltime = 0;
lreach->next = lreachabilities;
lreachabilities = lreach;
#ifndef BSPC
if (towardsface) AAS_PermanentLine(lreach->start, lreach->end, 1);
else AAS_PermanentLine(lreach->start, lreach->end, 2);
#endif
} //end for
return lreachabilities;
} //end of the function AAS_FindFaceReachabilities
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void AAS_Reachability_FuncBobbing(void)
{
int ent, spawnflags, modelnum, axis;
int i, numareas, areas[10];
char classname[MAX_EPAIRKEY], model[MAX_EPAIRKEY];
vec3_t origin, move_end, move_start, move_start_top, move_end_top;
vec3_t mins, maxs, angles = {0, 0, 0};
vec3_t start_edgeverts[4], end_edgeverts[4], mid;
vec3_t org, start, end, dir, points[10];
float height;
aas_plane_t start_plane, end_plane;
aas_lreachability_t *startreach, *endreach, *nextstartreach, *nextendreach, *lreach;
aas_lreachability_t *firststartreach, *firstendreach;
for (ent = AAS_NextBSPEntity(0); ent; ent = AAS_NextBSPEntity(ent))
{
if (!AAS_ValueForBSPEpairKey(ent, "classname", classname, MAX_EPAIRKEY)) continue;
if (strcmp(classname, "func_bobbing")) continue;
AAS_FloatForBSPEpairKey(ent, "height", &height);
if (!height) height = 32;
//
if (!AAS_ValueForBSPEpairKey(ent, "model", model, MAX_EPAIRKEY))
{
botimport.Print(PRT_ERROR, "func_bobbing without model\n");
continue;
} //end if
//get the model number, and skip the leading *
modelnum = atoi(model+1);
if (modelnum <= 0)
{
botimport.Print(PRT_ERROR, "func_bobbing with invalid model number\n");
continue;
} //end if
//if the entity has an origin set then use it
if (!AAS_VectorForBSPEpairKey(ent, "origin", origin))
VectorSet(origin, 0, 0, 0);
//
AAS_BSPModelMinsMaxsOrigin(modelnum, angles, mins, maxs, NULL);
//
VectorAdd(mins, origin, mins);
VectorAdd(maxs, origin, maxs);
//
VectorAdd(mins, maxs, mid);
VectorScale(mid, 0.5, mid);
VectorCopy(mid, origin);
//
VectorCopy(origin, move_end);
VectorCopy(origin, move_start);
//
AAS_IntForBSPEpairKey(ent, "spawnflags", &spawnflags);
// set the axis of bobbing
if (spawnflags & 1) axis = 0;
else if (spawnflags & 2) axis = 1;
else axis = 2;
//
move_start[axis] -= height;
move_end[axis] += height;
//
Log_Write("funcbob model %d, start = {%1.1f, %1.1f, %1.1f} end = {%1.1f, %1.1f, %1.1f}\n",
modelnum, move_start[0], move_start[1], move_start[2], move_end[0], move_end[1], move_end[2]);
//
#ifndef BSPC
/*
AAS_DrawPermanentCross(move_start, 4, 1);
AAS_DrawPermanentCross(move_end, 4, 2);
*/
#endif
//
for (i = 0; i < 4; i++)
{
VectorCopy(move_start, start_edgeverts[i]);
start_edgeverts[i][2] += maxs[2] - mid[2]; //+ bbox maxs z
start_edgeverts[i][2] += 24; //+ player origin to ground dist
} //end for
start_edgeverts[0][0] += maxs[0] - mid[0];
start_edgeverts[0][1] += maxs[1] - mid[1];
start_edgeverts[1][0] += maxs[0] - mid[0];
start_edgeverts[1][1] += mins[1] - mid[1];
start_edgeverts[2][0] += mins[0] - mid[0];
start_edgeverts[2][1] += mins[1] - mid[1];
start_edgeverts[3][0] += mins[0] - mid[0];
start_edgeverts[3][1] += maxs[1] - mid[1];
//
start_plane.dist = start_edgeverts[0][2];
VectorSet(start_plane.normal, 0, 0, 1);
//
for (i = 0; i < 4; i++)
{
VectorCopy(move_end, end_edgeverts[i]);
end_edgeverts[i][2] += maxs[2] - mid[2]; //+ bbox maxs z
end_edgeverts[i][2] += 24; //+ player origin to ground dist
} //end for
end_edgeverts[0][0] += maxs[0] - mid[0];
end_edgeverts[0][1] += maxs[1] - mid[1];
end_edgeverts[1][0] += maxs[0] - mid[0];
end_edgeverts[1][1] += mins[1] - mid[1];
end_edgeverts[2][0] += mins[0] - mid[0];
end_edgeverts[2][1] += mins[1] - mid[1];
end_edgeverts[3][0] += mins[0] - mid[0];
end_edgeverts[3][1] += maxs[1] - mid[1];
//
end_plane.dist = end_edgeverts[0][2];
VectorSet(end_plane.normal, 0, 0, 1);
//
#ifndef BSPC
#if 0
for (i = 0; i < 4; i++)
{
AAS_PermanentLine(start_edgeverts[i], start_edgeverts[(i+1)%4], 1);
AAS_PermanentLine(end_edgeverts[i], end_edgeverts[(i+1)%4], 1);
} //end for
#endif
#endif
VectorCopy(move_start, move_start_top);
move_start_top[2] += maxs[2] - mid[2] + 24; //+ bbox maxs z
VectorCopy(move_end, move_end_top);
move_end_top[2] += maxs[2] - mid[2] + 24; //+ bbox maxs z
//
if (!AAS_PointAreaNum(move_start_top)) continue;
if (!AAS_PointAreaNum(move_end_top)) continue;
//
for (i = 0; i < 2; i++)
{
firststartreach = firstendreach = NULL;
//
if (i == 0)
{
firststartreach = AAS_FindFaceReachabilities(start_edgeverts, 4, &start_plane, qtrue);
firstendreach = AAS_FindFaceReachabilities(end_edgeverts, 4, &end_plane, qfalse);
} //end if
else
{
firststartreach = AAS_FindFaceReachabilities(end_edgeverts, 4, &end_plane, qtrue);
firstendreach = AAS_FindFaceReachabilities(start_edgeverts, 4, &start_plane, qfalse);
} //end else
//
//create reachabilities from start to end
for (startreach = firststartreach; startreach; startreach = nextstartreach)
{
nextstartreach = startreach->next;
//
//trace = AAS_TraceClientBBox(startreach->start, move_start_top, PRESENCE_NORMAL, -1);
//if (trace.fraction < 1) continue;
//
for (endreach = firstendreach; endreach; endreach = nextendreach)
{
nextendreach = endreach->next;
//
//trace = AAS_TraceClientBBox(endreach->end, move_end_top, PRESENCE_NORMAL, -1);
//if (trace.fraction < 1) continue;
//
Log_Write("funcbob reach from area %d to %d\n", startreach->areanum, endreach->areanum);
//
//
if (i == 0) VectorCopy(move_start_top, org);
else VectorCopy(move_end_top, org);
VectorSubtract(startreach->start, org, dir);
dir[2] = 0;
VectorNormalize(dir);
VectorCopy(startreach->start, start);
VectorMA(startreach->start, 1, dir, start);
start[2] += 1;
VectorMA(startreach->start, 16, dir, end);
end[2] += 1;
//
numareas = AAS_TraceAreas(start, end, areas, points, 10);
if (numareas <= 0) continue;
if (numareas > 1) VectorCopy(points[1], startreach->start);
else VectorCopy(end, startreach->start);
//
if (!AAS_PointAreaNum(startreach->start)) continue;
if (!AAS_PointAreaNum(endreach->end)) continue;
//
lreach = AAS_AllocReachability();
lreach->areanum = endreach->areanum;
if (i == 0) lreach->edgenum = ((int)move_start[axis] << 16) | ((int) move_end[axis] & 0x0000ffff);
else lreach->edgenum = ((int)move_end[axis] << 16) | ((int) move_start[axis] & 0x0000ffff);
lreach->facenum = (spawnflags << 16) | modelnum;
VectorCopy(startreach->start, lreach->start);
VectorCopy(endreach->end, lreach->end);
#ifndef BSPC
// AAS_DrawArrow(lreach->start, lreach->end, LINECOLOR_BLUE, LINECOLOR_YELLOW);
// AAS_PermanentLine(lreach->start, lreach->end, 1);
#endif
lreach->traveltype = TRAVEL_FUNCBOB;
lreach->traveltype |= AAS_TravelFlagsForTeam(ent);
lreach->traveltime = aassettings.rs_funcbob;
reach_funcbob++;
lreach->next = areareachability[startreach->areanum];
areareachability[startreach->areanum] = lreach;
//
} //end for
} //end for
for (startreach = firststartreach; startreach; startreach = nextstartreach)
{
nextstartreach = startreach->next;
AAS_FreeReachability(startreach);
} //end for
for (endreach = firstendreach; endreach; endreach = nextendreach)
{
nextendreach = endreach->next;
AAS_FreeReachability(endreach);
} //end for
//only go up with func_bobbing entities that go up and down
if (!(spawnflags & 1) && !(spawnflags & 2)) break;
} //end for
} //end for
} //end of the function AAS_Reachability_FuncBobbing
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void AAS_Reachability_JumpPad(void)
{
int face2num, i, ret, area2num, visualize, ent, bot_visualizejumppads;
//int modelnum, ent2;
//float dist, time, height, gravity, forward;
float speed, zvel;
aas_face_t *face2;
aas_area_t *area2;
aas_lreachability_t *lreach;
vec3_t areastart, facecenter, dir, cmdmove;
vec3_t velocity, absmins, absmaxs;
//vec3_t origin, ent2origin, angles, teststart;
aas_clientmove_t move;
//aas_trace_t trace;
aas_link_t *areas, *link;
//char target[MAX_EPAIRKEY], targetname[MAX_EPAIRKEY], model[MAX_EPAIRKEY];
char classname[MAX_EPAIRKEY];
#ifdef BSPC
bot_visualizejumppads = 0;
#else
bot_visualizejumppads = LibVarValue("bot_visualizejumppads", "0");
#endif
for (ent = AAS_NextBSPEntity(0); ent; ent = AAS_NextBSPEntity(ent))
{
if (!AAS_ValueForBSPEpairKey(ent, "classname", classname, MAX_EPAIRKEY)) continue;
if (strcmp(classname, "trigger_push")) continue;
//
if (!AAS_GetJumpPadInfo(ent, areastart, absmins, absmaxs, velocity)) continue;
/*
//
AAS_FloatForBSPEpairKey(ent, "speed", &speed);
if (!speed) speed = 1000;
// AAS_VectorForBSPEpairKey(ent, "angles", angles);
// AAS_SetMovedir(angles, velocity);
// VectorScale(velocity, speed, velocity);
VectorClear(angles);
//get the mins, maxs and origin of the model
AAS_ValueForBSPEpairKey(ent, "model", model, MAX_EPAIRKEY);
if (model[0]) modelnum = atoi(model+1);
else modelnum = 0;
AAS_BSPModelMinsMaxsOrigin(modelnum, angles, absmins, absmaxs, origin);
VectorAdd(origin, absmins, absmins);
VectorAdd(origin, absmaxs, absmaxs);
//
#ifdef REACH_DEBUG
botimport.Print(PRT_MESSAGE, "absmins = %f %f %f\n", absmins[0], absmins[1], absmins[2]);
botimport.Print(PRT_MESSAGE, "absmaxs = %f %f %f\n", absmaxs[0], absmaxs[1], absmaxs[2]);
#endif REACH_DEBUG
VectorAdd(absmins, absmaxs, origin);
VectorScale (origin, 0.5, origin);
//get the start areas
VectorCopy(origin, teststart);
teststart[2] += 64;
trace = AAS_TraceClientBBox(teststart, origin, PRESENCE_CROUCH, -1);
if (trace.startsolid)
{
botimport.Print(PRT_MESSAGE, "trigger_push start solid\n");
VectorCopy(origin, areastart);
} //end if
else
{
VectorCopy(trace.endpos, areastart);
} //end else
areastart[2] += 0.125;
//
//AAS_DrawPermanentCross(origin, 4, 4);
//get the target entity
AAS_ValueForBSPEpairKey(ent, "target", target, MAX_EPAIRKEY);
for (ent2 = AAS_NextBSPEntity(0); ent2; ent2 = AAS_NextBSPEntity(ent2))
{
if (!AAS_ValueForBSPEpairKey(ent2, "targetname", targetname, MAX_EPAIRKEY)) continue;
if (!strcmp(targetname, target)) break;
} //end for
if (!ent2)
{
botimport.Print(PRT_MESSAGE, "trigger_push without target entity %s\n", target);
continue;
} //end if
AAS_VectorForBSPEpairKey(ent2, "origin", ent2origin);
//
height = ent2origin[2] - origin[2];
gravity = aassettings.sv_gravity;
time = sqrt( height / ( 0.5 * gravity ) );
if (!time)
{
botimport.Print(PRT_MESSAGE, "trigger_push without time\n");
continue;
} //end if
// set s.origin2 to the push velocity
VectorSubtract ( ent2origin, origin, velocity);
dist = VectorNormalize( velocity);
forward = dist / time;
//FIXME: why multiply by 1.1
forward *= 1.1;
VectorScale(velocity, forward, velocity);
velocity[2] = time * gravity;
*/
//get the areas the jump pad brush is in
areas = AAS_LinkEntityClientBBox(absmins, absmaxs, -1, PRESENCE_CROUCH);
/*
for (link = areas; link; link = link->next_area)
{
if (link->areanum == 563)
{
ret = qfalse;
}
}
*/
for (link = areas; link; link = link->next_area)
{
if (AAS_AreaJumpPad(link->areanum)) break;
} //end for
if (!link)
{
botimport.Print(PRT_MESSAGE, "trigger_push not in any jump pad area\n");
AAS_UnlinkFromAreas(areas);
continue;
} //end if
//
botimport.Print(PRT_MESSAGE, "found a trigger_push with velocity %f %f %f\n", velocity[0], velocity[1], velocity[2]);
//if there is a horizontal velocity check for a reachability without air control
if (velocity[0] || velocity[1])
{
VectorSet(cmdmove, 0, 0, 0);
//VectorCopy(velocity, cmdmove);
//cmdmove[2] = 0;
Com_Memset(&move, 0, sizeof(aas_clientmove_t));
area2num = 0;
for (i = 0; i < 20; i++)
{
AAS_PredictClientMovement(&move, -1, areastart, PRESENCE_NORMAL, qfalse,
velocity, cmdmove, 0, 30, 0.1f,
SE_HITGROUND|SE_ENTERWATER|SE_ENTERSLIME|
SE_ENTERLAVA|SE_HITGROUNDDAMAGE|SE_TOUCHJUMPPAD|SE_TOUCHTELEPORTER, 0, bot_visualizejumppads);
area2num = move.endarea;
for (link = areas; link; link = link->next_area)
{
if (!AAS_AreaJumpPad(link->areanum)) continue;
if (link->areanum == area2num) break;
} //end if
if (!link) break;
VectorCopy(move.endpos, areastart);
VectorCopy(move.velocity, velocity);
} //end for
if (area2num && i < 20)
{
for (link = areas; link; link = link->next_area)
{
if (!AAS_AreaJumpPad(link->areanum)) continue;
if (AAS_ReachabilityExists(link->areanum, area2num)) continue;
//create a rocket or bfg jump reachability from area1 to area2
lreach = AAS_AllocReachability();
if (!lreach)
{
AAS_UnlinkFromAreas(areas);
return;
} //end if
lreach->areanum = area2num;
//NOTE: the facenum is the Z velocity
lreach->facenum = velocity[2];
//NOTE: the edgenum is the horizontal velocity
lreach->edgenum = sqrt(velocity[0] * velocity[0] + velocity[1] * velocity[1]);
VectorCopy(areastart, lreach->start);
VectorCopy(move.endpos, lreach->end);
lreach->traveltype = TRAVEL_JUMPPAD;
lreach->traveltype |= AAS_TravelFlagsForTeam(ent);
lreach->traveltime = aassettings.rs_jumppad;
lreach->next = areareachability[link->areanum];
areareachability[link->areanum] = lreach;
//
reach_jumppad++;
} //end for
} //end if
} //end if
//
if (fabs(velocity[0]) > 100 || fabs(velocity[1]) > 100) continue;
//check for areas we can reach with air control
for (area2num = 1; area2num < aasworld.numareas; area2num++)
{
visualize = qfalse;
/*
if (area2num == 3568)
{
for (link = areas; link; link = link->next_area)
{
if (link->areanum == 3380)
{
visualize = qtrue;
botimport.Print(PRT_MESSAGE, "bah\n");
} //end if
} //end for
} //end if*/
//never try to go back to one of the original jumppad areas
//and don't create reachabilities if they already exist
for (link = areas; link; link = link->next_area)
{
if (AAS_ReachabilityExists(link->areanum, area2num)) break;
if (AAS_AreaJumpPad(link->areanum))
{
if (link->areanum == area2num) break;
} //end if
} //end if
if (link) continue;
//
area2 = &aasworld.areas[area2num];
for (i = 0; i < area2->numfaces; i++)
{
face2num = aasworld.faceindex[area2->firstface + i];
face2 = &aasworld.faces[abs(face2num)];
//if it is not a ground face
if (!(face2->faceflags & FACE_GROUND)) continue;
//get the center of the face
AAS_FaceCenter(face2num, facecenter);
//only go higher up
if (facecenter[2] < areastart[2]) continue;
//get the jumppad jump z velocity
zvel = velocity[2];
//get the horizontal speed for the jump, if it isn't possible to calculate this
//speed
ret = AAS_HorizontalVelocityForJump(zvel, areastart, facecenter, &speed);
if (ret && speed < 150)
{
//direction towards the face center
VectorSubtract(facecenter, areastart, dir);
dir[2] = 0;
//hordist = VectorNormalize(dir);
//if (hordist < 1.6 * facecenter[2] - areastart[2])
{
//get command movement
VectorScale(dir, speed, cmdmove);
//
AAS_PredictClientMovement(&move, -1, areastart, PRESENCE_NORMAL, qfalse,
velocity, cmdmove, 30, 30, 0.1f,
SE_ENTERWATER|SE_ENTERSLIME|
SE_ENTERLAVA|SE_HITGROUNDDAMAGE|
SE_TOUCHJUMPPAD|SE_TOUCHTELEPORTER|SE_HITGROUNDAREA, area2num, visualize);
//if prediction time wasn't enough to fully predict the movement
//don't enter slime or lava and don't fall from too high
if (move.frames < 30 &&
!(move.stopevent & (SE_ENTERSLIME|SE_ENTERLAVA|SE_HITGROUNDDAMAGE))
&& (move.stopevent & (SE_HITGROUNDAREA|SE_TOUCHJUMPPAD|SE_TOUCHTELEPORTER)))
{
//never go back to the same jumppad
for (link = areas; link; link = link->next_area)
{
if (link->areanum == move.endarea) break;
}
if (!link)
{
for (link = areas; link; link = link->next_area)
{
if (!AAS_AreaJumpPad(link->areanum)) continue;
if (AAS_ReachabilityExists(link->areanum, area2num)) continue;
//create a jumppad reachability from area1 to area2
lreach = AAS_AllocReachability();
if (!lreach)
{
AAS_UnlinkFromAreas(areas);
return;
} //end if
lreach->areanum = move.endarea;
//NOTE: the facenum is the Z velocity
lreach->facenum = velocity[2];
//NOTE: the edgenum is the horizontal velocity
lreach->edgenum = sqrt(cmdmove[0] * cmdmove[0] + cmdmove[1] * cmdmove[1]);
VectorCopy(areastart, lreach->start);
VectorCopy(facecenter, lreach->end);
lreach->traveltype = TRAVEL_JUMPPAD;
lreach->traveltype |= AAS_TravelFlagsForTeam(ent);
lreach->traveltime = aassettings.rs_aircontrolledjumppad;
lreach->next = areareachability[link->areanum];
areareachability[link->areanum] = lreach;
//
reach_jumppad++;
} //end for
}
} //end if
} //end if
} //end for
} //end for
} //end for
AAS_UnlinkFromAreas(areas);
} //end for
} //end of the function AAS_Reachability_JumpPad
//===========================================================================
// never point at ground faces
// always a higher and pretty far area
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_Reachability_Grapple(int area1num, int area2num)
{
int face2num, i, j, areanum, numareas, areas[20];
float mingrappleangle, z, hordist;
bsp_trace_t bsptrace;
aas_trace_t trace;
aas_face_t *face2;
aas_area_t *area1, *area2;
aas_lreachability_t *lreach;
vec3_t areastart, facecenter, start, end, dir, down = {0, 0, -1};
vec_t *v;
//only grapple when on the ground or swimming
if (!AAS_AreaGrounded(area1num) && !AAS_AreaSwim(area1num)) return qfalse;
//don't grapple from a crouch area
if (!(AAS_AreaPresenceType(area1num) & PRESENCE_NORMAL)) return qfalse;
//NOTE: disabled area swim it doesn't work right
if (AAS_AreaSwim(area1num)) return qfalse;
//
area1 = &aasworld.areas[area1num];
area2 = &aasworld.areas[area2num];
//don't grapple towards way lower areas
if (area2->maxs[2] < area1->mins[2]) return qfalse;
//
VectorCopy(aasworld.areas[area1num].center, start);
//if not a swim area
if (!AAS_AreaSwim(area1num))
{
if (!AAS_PointAreaNum(start)) Log_Write("area %d center %f %f %f in solid?\r\n", area1num,
start[0], start[1], start[2]);
VectorCopy(start, end);
end[2] -= 1000;
trace = AAS_TraceClientBBox(start, end, PRESENCE_CROUCH, -1);
if (trace.startsolid) return qfalse;
VectorCopy(trace.endpos, areastart);
} //end if
else
{
if (!(AAS_PointContents(start) & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER))) return qfalse;
} //end else
//
//start is now the start point
//
for (i = 0; i < area2->numfaces; i++)
{
face2num = aasworld.faceindex[area2->firstface + i];
face2 = &aasworld.faces[abs(face2num)];
//if it is not a solid face
if (!(face2->faceflags & FACE_SOLID)) continue;
//direction towards the first vertex of the face
v = aasworld.vertexes[aasworld.edges[abs(aasworld.edgeindex[face2->firstedge])].v[0]];
VectorSubtract(v, areastart, dir);
//if the face plane is facing away
if (DotProduct(aasworld.planes[face2->planenum].normal, dir) > 0) continue;
//get the center of the face
AAS_FaceCenter(face2num, facecenter);
//only go higher up with the grapple
if (facecenter[2] < areastart[2] + 64) continue;
//only use vertical faces or downward facing faces
if (DotProduct(aasworld.planes[face2->planenum].normal, down) < 0) continue;
//direction towards the face center
VectorSubtract(facecenter, areastart, dir);
//
z = dir[2];
dir[2] = 0;
hordist = VectorLength(dir);
if (!hordist) continue;
//if too far
if (hordist > 2000) continue;
//check the minimal angle of the movement
mingrappleangle = 15; //15 degrees
if (z / hordist < tan(2 * M_PI * mingrappleangle / 360)) continue;
//
VectorCopy(facecenter, start);
VectorMA(facecenter, -500, aasworld.planes[face2->planenum].normal, end);
//
bsptrace = AAS_Trace(start, NULL, NULL, end, 0, CONTENTS_SOLID);
//the grapple won't stick to the sky and the grapple point should be near the AAS wall
if ((bsptrace.surface.flags & SURF_SKY) || (bsptrace.fraction * 500 > 32)) continue;
//trace a full bounding box from the area center on the ground to
//the center of the face
VectorSubtract(facecenter, areastart, dir);
VectorNormalize(dir);
VectorMA(areastart, 4, dir, start);
VectorCopy(bsptrace.endpos, end);
trace = AAS_TraceClientBBox(start, end, PRESENCE_NORMAL, -1);
VectorSubtract(trace.endpos, facecenter, dir);
if (VectorLength(dir) > 24) continue;
//
VectorCopy(trace.endpos, start);
VectorCopy(trace.endpos, end);
end[2] -= AAS_FallDamageDistance();
trace = AAS_TraceClientBBox(start, end, PRESENCE_NORMAL, -1);
if (trace.fraction >= 1) continue;
//area to end in
areanum = AAS_PointAreaNum(trace.endpos);
//if not in lava or slime
if (aasworld.areasettings[areanum].contents & (AREACONTENTS_SLIME|AREACONTENTS_LAVA))
{
continue;
} //end if
//do not go the the source area
if (areanum == area1num) continue;
//don't create reachabilities if they already exist
if (AAS_ReachabilityExists(area1num, areanum)) continue;
//only end in areas we can stand
if (!AAS_AreaGrounded(areanum)) continue;
//never go through cluster portals!!
numareas = AAS_TraceAreas(areastart, bsptrace.endpos, areas, NULL, 20);
if (numareas >= 20) continue;
for (j = 0; j < numareas; j++)
{
if (aasworld.areasettings[areas[j]].contents & AREACONTENTS_CLUSTERPORTAL) break;
} //end for
if (j < numareas) continue;
//create a new reachability link
lreach = AAS_AllocReachability();
if (!lreach) return qfalse;
lreach->areanum = areanum;
lreach->facenum = face2num;
lreach->edgenum = 0;
VectorCopy(areastart, lreach->start);
//VectorCopy(facecenter, lreach->end);
VectorCopy(bsptrace.endpos, lreach->end);
lreach->traveltype = TRAVEL_GRAPPLEHOOK;
VectorSubtract(lreach->end, lreach->start, dir);
lreach->traveltime = aassettings.rs_startgrapple + VectorLength(dir) * 0.25;
lreach->next = areareachability[area1num];
areareachability[area1num] = lreach;
//
reach_grapple++;
} //end for
//
return qfalse;
} //end of the function AAS_Reachability_Grapple
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void AAS_SetWeaponJumpAreaFlags(void)
{
int ent, i;
vec3_t mins = {-15, -15, -15}, maxs = {15, 15, 15};
vec3_t origin;
int areanum, weaponjumpareas, spawnflags;
char classname[MAX_EPAIRKEY];
weaponjumpareas = 0;
for (ent = AAS_NextBSPEntity(0); ent; ent = AAS_NextBSPEntity(ent))
{
if (!AAS_ValueForBSPEpairKey(ent, "classname", classname, MAX_EPAIRKEY)) continue;
if (
!strcmp(classname, "item_armor_body") ||
!strcmp(classname, "item_armor_combat") ||
!strcmp(classname, "item_health_mega") ||
!strcmp(classname, "weapon_grenadelauncher") ||
!strcmp(classname, "weapon_rocketlauncher") ||
!strcmp(classname, "weapon_lightning") ||
!strcmp(classname, "weapon_plasmagun") ||
!strcmp(classname, "weapon_railgun") ||
!strcmp(classname, "weapon_bfg") ||
!strcmp(classname, "item_quad") ||
!strcmp(classname, "item_regen") ||
!strcmp(classname, "item_invulnerability"))
{
if (AAS_VectorForBSPEpairKey(ent, "origin", origin))
{
spawnflags = 0;
AAS_IntForBSPEpairKey(ent, "spawnflags", &spawnflags);
//if not a stationary item
if (!(spawnflags & 1))
{
if (!AAS_DropToFloor(origin, mins, maxs))
{
botimport.Print(PRT_MESSAGE, "%s in solid at (%1.1f %1.1f %1.1f)\n",
classname, origin[0], origin[1], origin[2]);
} //end if
} //end if
//areanum = AAS_PointAreaNum(origin);
areanum = AAS_BestReachableArea(origin, mins, maxs, origin);
//the bot may rocket jump towards this area
aasworld.areasettings[areanum].areaflags |= AREA_WEAPONJUMP;
//
//if (!AAS_AreaGrounded(areanum))
// botimport.Print(PRT_MESSAGE, "area not grounded\n");
//
weaponjumpareas++;
} //end if
} //end if
} //end for
for (i = 1; i < aasworld.numareas; i++)
{
if (aasworld.areasettings[i].contents & AREACONTENTS_JUMPPAD)
{
aasworld.areasettings[i].areaflags |= AREA_WEAPONJUMP;
weaponjumpareas++;
} //end if
} //end for
botimport.Print(PRT_MESSAGE, "%d weapon jump areas\n", weaponjumpareas);
} //end of the function AAS_SetWeaponJumpAreaFlags
//===========================================================================
// create a possible weapon jump reachability from area1 to area2
//
// check if there's a cool item in the second area
// check if area1 is lower than area2
// check if the bot can rocketjump from area1 to area2
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_Reachability_WeaponJump(int area1num, int area2num)
{
int face2num, i, n, ret, visualize;
float speed, zvel;
aas_face_t *face2;
aas_area_t *area1, *area2;
aas_lreachability_t *lreach;
vec3_t areastart, facecenter, start, end, dir, cmdmove;// teststart;
vec3_t velocity;
aas_clientmove_t move;
aas_trace_t trace;
visualize = qfalse;
// if (area1num == 4436 && area2num == 4318)
// {
// visualize = qtrue;
// }
if (!AAS_AreaGrounded(area1num) || AAS_AreaSwim(area1num)) return qfalse;
if (!AAS_AreaGrounded(area2num)) return qfalse;
//NOTE: only weapon jump towards areas with an interesting item in it??
if (!(aasworld.areasettings[area2num].areaflags & AREA_WEAPONJUMP)) return qfalse;
//
area1 = &aasworld.areas[area1num];
area2 = &aasworld.areas[area2num];
//don't weapon jump towards way lower areas
if (area2->maxs[2] < area1->mins[2]) return qfalse;
//
VectorCopy(aasworld.areas[area1num].center, start);
//if not a swim area
if (!AAS_PointAreaNum(start)) Log_Write("area %d center %f %f %f in solid?\r\n", area1num,
start[0], start[1], start[2]);
VectorCopy(start, end);
end[2] -= 1000;
trace = AAS_TraceClientBBox(start, end, PRESENCE_CROUCH, -1);
if (trace.startsolid) return qfalse;
VectorCopy(trace.endpos, areastart);
//
//areastart is now the start point
//
for (i = 0; i < area2->numfaces; i++)
{
face2num = aasworld.faceindex[area2->firstface + i];
face2 = &aasworld.faces[abs(face2num)];
//if it is not a solid face
if (!(face2->faceflags & FACE_GROUND)) continue;
//get the center of the face
AAS_FaceCenter(face2num, facecenter);
//only go higher up with weapon jumps
if (facecenter[2] < areastart[2] + 64) continue;
//NOTE: set to 2 to allow bfg jump reachabilities
for (n = 0; n < 1/*2*/; n++)
{
//get the rocket jump z velocity
if (n) zvel = AAS_BFGJumpZVelocity(areastart);
else zvel = AAS_RocketJumpZVelocity(areastart);
//get the horizontal speed for the jump, if it isn't possible to calculate this
//speed (the jump is not possible) then there's no jump reachability created
ret = AAS_HorizontalVelocityForJump(zvel, areastart, facecenter, &speed);
if (ret && speed < 300)
{
//direction towards the face center
VectorSubtract(facecenter, areastart, dir);
dir[2] = 0;
//hordist = VectorNormalize(dir);
//if (hordist < 1.6 * (facecenter[2] - areastart[2]))
{
//get command movement
VectorScale(dir, speed, cmdmove);
VectorSet(velocity, 0, 0, zvel);
/*
//get command movement
VectorScale(dir, speed, velocity);
velocity[2] = zvel;
VectorSet(cmdmove, 0, 0, 0);
*/
//
AAS_PredictClientMovement(&move, -1, areastart, PRESENCE_NORMAL, qtrue,
velocity, cmdmove, 30, 30, 0.1f,
SE_ENTERWATER|SE_ENTERSLIME|
SE_ENTERLAVA|SE_HITGROUNDDAMAGE|
SE_TOUCHJUMPPAD|SE_HITGROUND|SE_HITGROUNDAREA, area2num, visualize);
//if prediction time wasn't enough to fully predict the movement
//don't enter slime or lava and don't fall from too high
if (move.frames < 30 &&
!(move.stopevent & (SE_ENTERSLIME|SE_ENTERLAVA|SE_HITGROUNDDAMAGE))
&& (move.stopevent & (SE_HITGROUNDAREA|SE_TOUCHJUMPPAD)))
{
//create a rocket or bfg jump reachability from area1 to area2
lreach = AAS_AllocReachability();
if (!lreach) return qfalse;
lreach->areanum = area2num;
lreach->facenum = 0;
lreach->edgenum = 0;
VectorCopy(areastart, lreach->start);
VectorCopy(facecenter, lreach->end);
if (n)
{
lreach->traveltype = TRAVEL_BFGJUMP;
lreach->traveltime = aassettings.rs_bfgjump;
} //end if
else
{
lreach->traveltype = TRAVEL_ROCKETJUMP;
lreach->traveltime = aassettings.rs_rocketjump;
} //end else
lreach->next = areareachability[area1num];
areareachability[area1num] = lreach;
//
reach_rocketjump++;
return qtrue;
} //end if
} //end if
} //end if
} //end for
} //end for
//
return qfalse;
} //end of the function AAS_Reachability_WeaponJump
//===========================================================================
// calculates additional walk off ledge reachabilities for the given area
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void AAS_Reachability_WalkOffLedge(int areanum)
{
int i, j, k, l, m, n, p, areas[10], numareas;
int face1num, face2num, face3num, edge1num, edge2num, edge3num;
int otherareanum, gap, reachareanum, side;
aas_area_t *area, *area2;
aas_face_t *face1, *face2, *face3;
aas_edge_t *edge;
aas_plane_t *plane;
vec_t *v1, *v2;
vec3_t sharededgevec, mid, dir, testend;
aas_lreachability_t *lreach;
aas_trace_t trace;
if (!AAS_AreaGrounded(areanum) || AAS_AreaSwim(areanum)) return;
//
area = &aasworld.areas[areanum];
//
for (i = 0; i < area->numfaces; i++)
{
face1num = aasworld.faceindex[area->firstface + i];
face1 = &aasworld.faces[abs(face1num)];
//face 1 must be a ground face
if (!(face1->faceflags & FACE_GROUND)) continue;
//go through all the edges of this ground face
for (k = 0; k < face1->numedges; k++)
{
edge1num = aasworld.edgeindex[face1->firstedge + k];
//find another not ground face using this same edge
for (j = 0; j < area->numfaces; j++)
{
face2num = aasworld.faceindex[area->firstface + j];
face2 = &aasworld.faces[abs(face2num)];
//face 2 may not be a ground face
if (face2->faceflags & FACE_GROUND) continue;
//compare all the edges
for (l = 0; l < face2->numedges; l++)
{
edge2num = aasworld.edgeindex[face2->firstedge + l];
if (abs(edge1num) == abs(edge2num))
{
//get the area at the other side of the face
if (face2->frontarea == areanum) otherareanum = face2->backarea;
else otherareanum = face2->frontarea;
//
area2 = &aasworld.areas[otherareanum];
//if the other area is grounded!
if (aasworld.areasettings[otherareanum].areaflags & AREA_GROUNDED)
{
//check for a possible gap
gap = qfalse;
for (n = 0; n < area2->numfaces; n++)
{
face3num = aasworld.faceindex[area2->firstface + n];
//may not be the shared face of the two areas
if (abs(face3num) == abs(face2num)) continue;
//
face3 = &aasworld.faces[abs(face3num)];
//find an edge shared by all three faces
for (m = 0; m < face3->numedges; m++)
{
edge3num = aasworld.edgeindex[face3->firstedge + m];
//but the edge should be shared by all three faces
if (abs(edge3num) == abs(edge1num))
{
if (!(face3->faceflags & FACE_SOLID))
{
gap = qtrue;
break;
} //end if
//
if (face3->faceflags & FACE_GROUND)
{
gap = qfalse;
break;
} //end if
//FIXME: there are more situations to be handled
gap = qtrue;
break;
} //end if
} //end for
if (m < face3->numedges) break;
} //end for
if (!gap) break;
} //end if
//check for a walk off ledge reachability
edge = &aasworld.edges[abs(edge1num)];
side = edge1num < 0;
//
v1 = aasworld.vertexes[edge->v[side]];
v2 = aasworld.vertexes[edge->v[!side]];
//
plane = &aasworld.planes[face1->planenum];
//get the points really into the areas
VectorSubtract(v2, v1, sharededgevec);
CrossProduct(plane->normal, sharededgevec, dir);
VectorNormalize(dir);
//
VectorAdd(v1, v2, mid);
VectorScale(mid, 0.5, mid);
VectorMA(mid, 8, dir, mid);
//
VectorCopy(mid, testend);
testend[2] -= 1000;
trace = AAS_TraceClientBBox(mid, testend, PRESENCE_CROUCH, -1);
//
if (trace.startsolid)
{
//Log_Write("area %d: trace.startsolid\r\n", areanum);
break;
} //end if
reachareanum = AAS_PointAreaNum(trace.endpos);
if (reachareanum == areanum)
{
//Log_Write("area %d: same area\r\n", areanum);
break;
} //end if
if (AAS_ReachabilityExists(areanum, reachareanum))
{
//Log_Write("area %d: reachability already exists\r\n", areanum);
break;
} //end if
if (!AAS_AreaGrounded(reachareanum) && !AAS_AreaSwim(reachareanum))
{
//Log_Write("area %d, reach area %d: not grounded and not swim\r\n", areanum, reachareanum);
break;
} //end if
//
if (aasworld.areasettings[reachareanum].contents & (AREACONTENTS_SLIME
| AREACONTENTS_LAVA))
{
//Log_Write("area %d, reach area %d: lava or slime\r\n", areanum, reachareanum);
break;
} //end if
//if not going through a cluster portal
numareas = AAS_TraceAreas(mid, testend, areas, NULL, ARRAY_LEN(areas));
for (p = 0; p < numareas; p++)
if (AAS_AreaClusterPortal(areas[p]))
break;
if (p < numareas)
break;
// if a maximum fall height is set and the bot would fall down further
if (aassettings.rs_maxfallheight && fabs(mid[2] - trace.endpos[2]) > aassettings.rs_maxfallheight)
break;
//
lreach = AAS_AllocReachability();
if (!lreach) break;
lreach->areanum = reachareanum;
lreach->facenum = 0;
lreach->edgenum = edge1num;
VectorCopy(mid, lreach->start);
VectorCopy(trace.endpos, lreach->end);
lreach->traveltype = TRAVEL_WALKOFFLEDGE;
lreach->traveltime = aassettings.rs_startwalkoffledge + fabs(mid[2] - trace.endpos[2]) * 50 / aassettings.phys_gravity;
if (!AAS_AreaSwim(reachareanum) && !AAS_AreaJumpPad(reachareanum))
{
if (AAS_FallDelta(mid[2] - trace.endpos[2]) > aassettings.phys_falldelta5)
{
lreach->traveltime += aassettings.rs_falldamage5;
} //end if
else if (AAS_FallDelta(mid[2] - trace.endpos[2]) > aassettings.phys_falldelta10)
{
lreach->traveltime += aassettings.rs_falldamage10;
} //end if
} //end if
lreach->next = areareachability[areanum];
areareachability[areanum] = lreach;
//we've got another walk off ledge reachability
reach_walkoffledge++;
} //end if
} //end for
} //end for
} //end for
} //end for
} //end of the function AAS_Reachability_WalkOffLedge
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void AAS_StoreReachability(void)
{
int i;
aas_areasettings_t *areasettings;
aas_lreachability_t *lreach;
aas_reachability_t *reach;
if (aasworld.reachability) FreeMemory(aasworld.reachability);
aasworld.reachability = (aas_reachability_t *) GetClearedMemory((numlreachabilities + 10) * sizeof(aas_reachability_t));
aasworld.reachabilitysize = 1;
for (i = 0; i < aasworld.numareas; i++)
{
areasettings = &aasworld.areasettings[i];
areasettings->firstreachablearea = aasworld.reachabilitysize;
areasettings->numreachableareas = 0;
for (lreach = areareachability[i]; lreach; lreach = lreach->next)
{
reach = &aasworld.reachability[areasettings->firstreachablearea +
areasettings->numreachableareas];
reach->areanum = lreach->areanum;
reach->facenum = lreach->facenum;
reach->edgenum = lreach->edgenum;
VectorCopy(lreach->start, reach->start);
VectorCopy(lreach->end, reach->end);
reach->traveltype = lreach->traveltype;
reach->traveltime = lreach->traveltime;
//
areasettings->numreachableareas++;
} //end for
aasworld.reachabilitysize += areasettings->numreachableareas;
} //end for
} //end of the function AAS_StoreReachability
//===========================================================================
//
// TRAVEL_WALK 100% equal floor height + steps
// TRAVEL_CROUCH 100%
// TRAVEL_BARRIERJUMP 100%
// TRAVEL_JUMP 80%
// TRAVEL_LADDER 100% + fall down from ladder + jump up to ladder
// TRAVEL_WALKOFFLEDGE 90% walk off very steep walls?
// TRAVEL_SWIM 100%
// TRAVEL_WATERJUMP 100%
// TRAVEL_TELEPORT 100%
// TRAVEL_ELEVATOR 100%
// TRAVEL_GRAPPLEHOOK 100%
// TRAVEL_DOUBLEJUMP 0%
// TRAVEL_RAMPJUMP 0%
// TRAVEL_STRAFEJUMP 0%
// TRAVEL_ROCKETJUMP 100% (currently limited towards areas with items)
// TRAVEL_BFGJUMP 0% (currently disabled)
// TRAVEL_JUMPPAD 100%
// TRAVEL_FUNCBOB 100%
//
// Parameter: -
// Returns: true if NOT finished
// Changes Globals: -
//===========================================================================
int AAS_ContinueInitReachability(float time)
{
int i, j, todo, start_time;
static float framereachability, reachability_delay;
static int lastpercentage;
if (!aasworld.loaded) return qfalse;
//if reachability is calculated for all areas
if (aasworld.numreachabilityareas >= aasworld.numareas + 2) return qfalse;
//if starting with area 1 (area 0 is a dummy)
if (aasworld.numreachabilityareas == 1)
{
botimport.Print(PRT_MESSAGE, "calculating reachability...\n");
lastpercentage = 0;
framereachability = 2000;
reachability_delay = 1000;
} //end if
//number of areas to calculate reachability for this cycle
todo = aasworld.numreachabilityareas + (int) framereachability;
start_time = Sys_MilliSeconds();
//loop over the areas
for (i = aasworld.numreachabilityareas; i < aasworld.numareas && i < todo; i++)
{
aasworld.numreachabilityareas++;
//only create jumppad reachabilities from jumppad areas
if (aasworld.areasettings[i].contents & AREACONTENTS_JUMPPAD)
{
continue;
} //end if
//loop over the areas
for (j = 1; j < aasworld.numareas; j++)
{
if (i == j) continue;
//never create reachabilities from teleporter or jumppad areas to regular areas
if (aasworld.areasettings[i].contents & (AREACONTENTS_TELEPORTER|AREACONTENTS_JUMPPAD))
{
if (!(aasworld.areasettings[j].contents & (AREACONTENTS_TELEPORTER|AREACONTENTS_JUMPPAD)))
{
continue;
} //end if
} //end if
//if there already is a reachability link from area i to j
if (AAS_ReachabilityExists(i, j)) continue;
//check for a swim reachability
if (AAS_Reachability_Swim(i, j)) continue;
//check for a simple walk on equal floor height reachability
if (AAS_Reachability_EqualFloorHeight(i, j)) continue;
//check for step, barrier, waterjump and walk off ledge reachabilities
if (AAS_Reachability_Step_Barrier_WaterJump_WalkOffLedge(i, j)) continue;
//check for ladder reachabilities
if (AAS_Reachability_Ladder(i, j)) continue;
//check for a jump reachability
if (AAS_Reachability_Jump(i, j)) continue;
} //end for
//never create these reachabilities from teleporter or jumppad areas
if (aasworld.areasettings[i].contents & (AREACONTENTS_TELEPORTER|AREACONTENTS_JUMPPAD))
{
continue;
} //end if
//loop over the areas
for (j = 1; j < aasworld.numareas; j++)
{
if (i == j) continue;
//
if (AAS_ReachabilityExists(i, j)) continue;
//check for a grapple hook reachability
if (calcgrapplereach) AAS_Reachability_Grapple(i, j);
//check for a weapon jump reachability
AAS_Reachability_WeaponJump(i, j);
} //end for
//if the calculation took more time than the max reachability delay
if (Sys_MilliSeconds() - start_time > (int) reachability_delay) break;
//
if (aasworld.numreachabilityareas * 1000 / aasworld.numareas > lastpercentage) break;
} //end for
//
if (aasworld.numreachabilityareas == aasworld.numareas)
{
botimport.Print(PRT_MESSAGE, "\r%6.1f%%", (float) 100.0);
botimport.Print(PRT_MESSAGE, "\nplease wait while storing reachability...\n");
aasworld.numreachabilityareas++;
} //end if
//if this is the last step in the reachability calculations
else if (aasworld.numreachabilityareas == aasworld.numareas + 1)
{
//create additional walk off ledge reachabilities for every area
for (i = 1; i < aasworld.numareas; i++)
{
//only create jumppad reachabilities from jumppad areas
if (aasworld.areasettings[i].contents & AREACONTENTS_JUMPPAD)
{
continue;
} //end if
AAS_Reachability_WalkOffLedge(i);
} //end for
//create jump pad reachabilities
AAS_Reachability_JumpPad();
//create teleporter reachabilities
AAS_Reachability_Teleport();
//create elevator (func_plat) reachabilities
AAS_Reachability_Elevator();
//create func_bobbing reachabilities
AAS_Reachability_FuncBobbing();
//
#ifdef DEBUG
botimport.Print(PRT_MESSAGE, "%6d reach swim\n", reach_swim);
botimport.Print(PRT_MESSAGE, "%6d reach equal floor\n", reach_equalfloor);
botimport.Print(PRT_MESSAGE, "%6d reach step\n", reach_step);
botimport.Print(PRT_MESSAGE, "%6d reach barrier\n", reach_barrier);
botimport.Print(PRT_MESSAGE, "%6d reach waterjump\n", reach_waterjump);
botimport.Print(PRT_MESSAGE, "%6d reach walkoffledge\n", reach_walkoffledge);
botimport.Print(PRT_MESSAGE, "%6d reach jump\n", reach_jump);
botimport.Print(PRT_MESSAGE, "%6d reach ladder\n", reach_ladder);
botimport.Print(PRT_MESSAGE, "%6d reach walk\n", reach_walk);
botimport.Print(PRT_MESSAGE, "%6d reach teleport\n", reach_teleport);
botimport.Print(PRT_MESSAGE, "%6d reach funcbob\n", reach_funcbob);
botimport.Print(PRT_MESSAGE, "%6d reach elevator\n", reach_elevator);
botimport.Print(PRT_MESSAGE, "%6d reach grapple\n", reach_grapple);
botimport.Print(PRT_MESSAGE, "%6d reach rocketjump\n", reach_rocketjump);
botimport.Print(PRT_MESSAGE, "%6d reach jumppad\n", reach_jumppad);
#endif
//*/
//store all the reachabilities
AAS_StoreReachability();
//free the reachability link heap
AAS_ShutDownReachabilityHeap();
//
FreeMemory(areareachability);
//
aasworld.numreachabilityareas++;
//
botimport.Print(PRT_MESSAGE, "calculating clusters...\n");
} //end if
else
{
lastpercentage = aasworld.numreachabilityareas * 1000 / aasworld.numareas;
botimport.Print(PRT_MESSAGE, "\r%6.1f%%", (float) lastpercentage / 10);
} //end else
//not yet finished
return qtrue;
} //end of the function AAS_ContinueInitReachability
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void AAS_InitReachability(void)
{
if (!aasworld.loaded) return;
if (aasworld.reachabilitysize)
{
#ifndef BSPC
if (!((int)LibVarGetValue("forcereachability")))
{
aasworld.numreachabilityareas = aasworld.numareas + 2;
return;
} //end if
#else
aasworld.numreachabilityareas = aasworld.numareas + 2;
return;
#endif //BSPC
} //end if
#ifndef BSPC
calcgrapplereach = LibVarGetValue("grapplereach");
#endif
aasworld.savefile = qtrue;
//start with area 1 because area zero is a dummy
aasworld.numreachabilityareas = 1;
////aasworld.numreachabilityareas = aasworld.numareas + 1; //only calculate entity reachabilities
//setup the heap with reachability links
AAS_SetupReachabilityHeap();
//allocate area reachability link array
areareachability = (aas_lreachability_t **) GetClearedMemory(
aasworld.numareas * sizeof(aas_lreachability_t *));
//
AAS_SetWeaponJumpAreaFlags();
} //end of the function AAS_InitReachable