/* =========================================================================== Return to Castle Wolfenstein single player GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein single player GPL Source Code (“RTCW SP Source Code”). RTCW SP 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 3 of the License, or (at your option) any later version. RTCW SP 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 RTCW SP Source Code. If not, see . In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ /***************************************************************************** * name: be_aas_reach.c * * desc: reachability calculations * * *****************************************************************************/ #include "../qcommon/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 ); //#include "../../../gladiator/bspc/aas_store.h" extern botlib_import_t botimport; //#define REACHDEBUG //NOTE: all travel times are in hundreth of a second //maximum fall delta before getting damaged // Ridah, tweaked for Wolf AI #define FALLDELTA_5DAMAGE 25 //40 #define FALLDELTA_10DAMAGE 40 //60 // done. //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 // Ridah, tweaked this, routing issues around small areas #define INSIDEUNITS_WALKEND 5 // original //#define INSIDEUNITS_WALKEND 0.2 // new // Ridah, added this for better walking off ledges #define INSIDEUNITS_WALKOFFLEDGEEND 15 #define INSIDEUNITS_WALKSTART 0.1 #define INSIDEUNITS_WATERJUMP 15 //travel times in hundreth of a second // Ridah, tweaked these for Wolf AI #define REACH_MIN_TIME 4 // always at least this much time for a reachability #define WATERJUMP_TIME 700 //7 seconds #define TELEPORT_TIME 50 //0.5 seconds #define BARRIERJUMP_TIME 900 //fixed value? #define STARTCROUCH_TIME 300 //3 sec to start crouching #define STARTGRAPPLE_TIME 500 //using the grapple costs a lot of time #define STARTWALKOFFLEDGE_TIME 300 //3 seconds #define STARTJUMP_TIME 500 //3 seconds for jumping #define FALLDAMAGE_5_TIME 400 //extra travel time when falling hurts #define FALLDAMAGE_10_TIME 900 //extra travel time when falling hurts // done. //maximum height the bot may fall down when jumping #define MAX_JUMPFALLHEIGHT 450 //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; //=========================================================================== // // 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: cannot enable next line right now because the reachability // does not have to be 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_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 an AAS_TraceClientBBox from that //point will return trace.startsolid qtrue /* 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"); */ 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_AASLinkEntity( absmins, absmaxs, -1 ); //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\n" ); } // 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 ) { 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\n", areanum ); return 0; } //end if // RF, if this area is disabled, then fail if ( ( *aasworld ).areasettings[areanum].areaflags & AREA_DISABLED ) { return 0; } return ( *aasworld ).areasettings[areanum].numreachableareas; } //end of the function AAS_AreaReachability //=========================================================================== // 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; 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]; plane = &( *aasworld ).planes[face->planenum]; 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 //=========================================================================== // 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.sv_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.sv_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 sv_jumpvel ) { float sv_gravity; sv_gravity = aassettings.sv_gravity; //maximum height a player can jump with the given initial z velocity return 0.5 * sv_gravity * ( sv_jumpvel / sv_gravity ) * ( sv_jumpvel / sv_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 sv_jumpvel ) { float sv_gravity, sv_maxvelocity, t; sv_gravity = aassettings.sv_gravity; sv_maxvelocity = aassettings.sv_maxvelocity; //time a player takes to fall the height t = sqrt( MAX_JUMPFALLHEIGHT / ( 0.5 * sv_gravity ) ); //maximum distance return sv_maxvelocity * ( t + sv_jumpvel / sv_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_AreaDoNotEnter( int areanum ) { return ( ( *aasworld ).areasettings[areanum].contents & AREACONTENTS_DONOTENTER ); } //end of the function AAS_AreaDoNotEnter //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== int AAS_AreaDoNotEnterLarge( int areanum ) { return ( ( *aasworld ).areasettings[areanum].contents & AREACONTENTS_DONOTENTER_LARGE ); } //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.sv_jumpvel / ( aassettings.sv_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 enough 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 enough 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; 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 += STARTCROUCH_TIME; } //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: - //=========================================================================== int AAS_Reachability_Step_Barrier_WaterJump_WalkOffLedge( int area1num, int area2num ) { int i, j, k, l, edge1num, edge2num; int ground_bestarea2groundedgenum, ground_foundreach; int water_bestarea2groundedgenum, water_foundreach; int side1, area1swim, faceside1, groundface1num; float dist, dist1, dist2, diff, ortdot; //float invgravitydot; 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 enough 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.sv_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 += STARTCROUCH_TIME; } //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.sv_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.sv_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 = WATERJUMP_TIME; 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.sv_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 = BARRIERJUMP_TIME; //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.sv_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 ); // Ridah // VectorMA(ground_bestend, INSIDEUNITS_WALKEND, ground_bestnormal, lreach->end); VectorMA( ground_bestend, INSIDEUNITS_WALKOFFLEDGEEND, 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 //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 ) { //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 = STARTWALKOFFLEDGE_TIME + fabs( ground_bestdist ) * 50 / aassettings.sv_gravity; //if falling from too high and not falling into water if ( !AAS_AreaSwim( area2num ) && !AAS_AreaJumpPad( area2num ) ) { if ( AAS_FallDelta( ground_bestdist ) > FALLDELTA_5DAMAGE ) { lreach->traveltime += FALLDAMAGE_5_TIME; } //end if if ( AAS_FallDelta( ground_bestdist ) > FALLDELTA_10DAMAGE ) { lreach->traveltime += FALLDAMAGE_10_TIME; } //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 else } //end if return qfalse; } //end of the function AAS_Reachability_Step_Barrier_WaterJump_WalkOffLedge //=========================================================================== // returns the distance between the two vectors // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== // Ridah, moved to q_math.c /* 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; float sv_jumpvel, maxjumpdistance, maxjumpheight, height, bestdist, speed; vec_t *v1, *v2, *v3, *v4; vec3_t beststart = {0}, beststart2 = {0}, bestend = {0}, bestend2 = {0}; vec3_t teststart, testend, dir, velocity, cmdmove, up = {0, 0, 1}; 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]; // sv_jumpvel = aassettings.sv_jumpvel; //maximum distance a player can jump maxjumpdistance = 2 * AAS_MaxJumpDistance( sv_jumpvel ); //maximum height a player can jump with the given initial z velocity maxjumpheight = AAS_MaxJumpHeight( sv_jumpvel ); //if the areas are not near enough 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 the fall would damage the bot // if ( AAS_HorizontalVelocityForJump( 0, beststart, bestend, &speed ) ) { //FIXME: why multiply with 1.2??? speed *= 1.2; traveltype = TRAVEL_WALKOFFLEDGE; } //end if else if ( bestdist <= 48 && fabs( beststart[2] - bestend[2] ) < 8 ) { speed = 400; 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( sv_jumpvel, beststart, bestend, &speed ) ) { return qfalse; } 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 ( DotProduct( plane->normal, up ) >= 0.7 ) { if ( !( AAS_PointContents( trace.endpos ) & CONTENTS_LAVA ) ) { //----(SA) modified since slime is no longer deadly // if (!(AAS_PointContents(trace.endpos) & (CONTENTS_LAVA|CONTENTS_SLIME))) if ( teststart[2] - trace.endpos[2] <= aassettings.sv_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 ( DotProduct( plane->normal, up ) >= 0.7 ) { if ( !( AAS_PointContents( trace.endpos ) & ( CONTENTS_LAVA | CONTENTS_SLIME ) ) ) { if ( teststart[2] - trace.endpos[2] <= aassettings.sv_maxbarrier ) { return qfalse; } } //end if } //end if } //end if // VectorSubtract( bestend, beststart, dir ); dir[2] = 0; VectorNormalize( dir ); // VectorScale( dir, speed, velocity ); //get command movement VectorClear( cmdmove ); if ( traveltype == TRAVEL_JUMP ) { cmdmove[2] = aassettings.sv_jumpvel; } else { cmdmove[2] = 0;} // AAS_PredictClientMovement( &move, -1, beststart, PRESENCE_NORMAL, qtrue, velocity, cmdmove, 3, 30, 0.1, SE_HITGROUND | SE_ENTERWATER | SE_ENTERSLIME | SE_ENTERLAVA | SE_HITGROUNDDAMAGE, 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_ENTERLAVA ) { return qfalse; //----(SA) modified since slime is no longer deadly } // if (move.stopevent & (SE_ENTERSLIME|SE_ENTERLAVA)) 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 for ( i = 0; i <= 32; i += 8 ) { VectorMA( move.endpos, -i, dir, teststart ); teststart[2] += 0.125; if ( AAS_PointAreaNum( teststart ) == area2num ) { break; } } //end for if ( i > 32 ) { return qfalse; } // #ifdef REACHDEBUG //create the reachability Log_Write( "jump reachability between %d and %d\r\n", area1num, area2num ); #endif //REACHDEBUG //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 == TRAVEL_WALKOFFLEDGE && height > VectorLength( dir ) ) { lreach->traveltime = STARTWALKOFFLEDGE_TIME + height * 50 / aassettings.sv_gravity; } else { lreach->traveltime = STARTJUMP_TIME + VectorDistance( bestend, beststart ) * 240 / aassettings.sv_maxwalkvelocity; } //end if // if ( !AAS_AreaJumpPad( area2num ) ) { if ( AAS_FallDelta( beststart[2] - bestend[2] ) > FALLDELTA_5DAMAGE ) { lreach->traveltime += FALLDAMAGE_5_TIME; } //end if else if ( AAS_FallDelta( beststart[2] - bestend[2] ) > FALLDELTA_10DAMAGE ) { lreach->traveltime += FALLDAMAGE_10_TIME; } //end if } //end if lreach->next = areareachability[area1num]; areareachability[area1num] = lreach; // if ( traveltype == 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 sv_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; } // sv_jumpvel = aassettings.sv_jumpvel; //maximum height a player can jump with the given initial z velocity maxjumpheight = AAS_MaxJumpHeight( sv_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 REACHDEBUG if ( trace.startsolid ) { Log_Write( "trace from area %d started in solid\r\n", area1num ); } //end if #endif //REACHDEBUG // 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 REACHDEBUG Log_Write( "jump up to ladder reach between %d and %d\r\n", area2num, area1num ); #endif //REACHDEBUG } //end if #ifdef REACHDEBUG else {Log_Write( "jump too high between area %d and %d\r\n", area2num, area1num );} #endif //REACHDEBUG } //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 //=========================================================================== // 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; vec3_t origin, destorigin, mins, maxs, end, angles = {0, 0, 0}; vec3_t mid; aas_lreachability_t *lreach; 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 REACHDEBUG botimport.Print( PRT_MESSAGE, "trigger_multiple model = \"%s\"\n", model ); //#endif REACHDEBUG 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 REACHDEBUG botimport.Print( PRT_MESSAGE, "trigger_teleport model = \"%s\"\n", model ); //#endif REACHDEBUG 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 ) ) { destorigin[2] += 24; //just for q2e1m2, the dork has put the telepads in the ground VectorCopy( destorigin, end ); end[2] -= 100; 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 VectorCopy( trace.endpos, destorigin ); area2num = AAS_PointAreaNum( destorigin ); } //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->traveltime = TELEPORT_TIME; 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: - //=========================================================================== #define REACHDEBUG 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 REACHDEBUG Log_Write( "AAS_Reachability_Elevator\r\n" ); #endif //REACHDEBUG 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 REACHDEBUG Log_Write( "found func plat\r\n" ); #endif //REACHDEBUG 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; // botimport.Print( PRT_MESSAGE, "pos2[2] = %1.1f pos1[2] = %1.1f\n", pos2[2], pos1[2] ); //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->traveltime = height * 100 / speed; if ( !lreach->traveltime ) { lreach->traveltime = 50; } lreach->next = areareachability[area1num]; areareachability[area1num] = lreach; //don't go any further to the outside n = 9999; // #ifdef REACHDEBUG Log_Write( "elevator reach from %d to %d\r\n", area1num, area2num ); #endif //REACHDEBUG // 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 = {0}, beststart2 = {0}, bestend = {0}, bestend2 = {0}, 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.sv_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 );} if (bestfaceplane != NULL) testpoint[2] = (bestfaceplane->dist - DotProduct(bestfaceplane->normal, testpoint)) / bestfaceplane->normal[2]; else testpoint[2] = 0; // if ( !AAS_PointInsideFace( bestfacenum, testpoint, 0.1 ) ) { //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 // AAS_BSPModelMinsMaxsOrigin( modelnum, angles, mins, maxs, NULL ); // VectorAdd( mins, maxs, mid ); VectorScale( mid, 0.5, mid ); //VectorAdd(mid, origin, 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 /* 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 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++ ) { // 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->traveltime = 300; 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, modelnum, area2num, visualize; float speed, zvel, dist, time, height, gravity, forward; aas_face_t *face2; aas_area_t *area2; aas_lreachability_t *lreach; vec3_t areastart, facecenter, dir, cmdmove, teststart; vec3_t velocity, origin, ent2origin, angles, absmins, absmaxs; aas_clientmove_t move; aas_trace_t trace; int ent, ent2; aas_link_t *areas, *link; char target[MAX_EPAIRKEY], targetname[MAX_EPAIRKEY]; char classname[MAX_EPAIRKEY], model[MAX_EPAIRKEY]; 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; } // 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 REACHDEBUG 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 //REACHDEBUG 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 == 5772 ) { 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_multiple 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; 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, 0.1, SE_HITGROUND | SE_ENTERWATER | SE_ENTERSLIME | SE_ENTERLAVA | SE_HITGROUNDDAMAGE | SE_TOUCHJUMPPAD | SE_TOUCHTELEPORTER, 0, qfalse ); //qtrue); area2num = AAS_PointAreaNum( move.endpos ); 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->traveltime = 200; 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 (the jump is not possible) then there's no jump reachability created 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, 0.1, 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 ) ) ) { 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 = area2num; //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->traveltime = 250; 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 = { 0, 0, 0 }, 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_LAVA ) { //----(SA) modified since slime is no longer deadly // 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 = STARTGRAPPLE_TIME + 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_sp5" ) || !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; 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; 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 < 270 ) { //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, 0.1, SE_ENTERWATER | SE_ENTERSLIME | SE_ENTERLAVA | SE_HITGROUNDDAMAGE | SE_TOUCHJUMPPAD | SE_HITGROUNDAREA, area2num, qfalse ); //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; } else { lreach->traveltype = TRAVEL_ROCKETJUMP;} lreach->traveltime = 300; 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; 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_LAVA ) { //----(SA) modified since slime is no longer deadly // 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 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 = STARTWALKOFFLEDGE_TIME + fabs( mid[2] - trace.endpos[2] ) * 50 / aassettings.sv_gravity; if ( !AAS_AreaSwim( reachareanum ) && !AAS_AreaJumpPad( reachareanum ) ) { if ( AAS_FallDelta( mid[2] - trace.endpos[2] ) > FALLDELTA_5DAMAGE ) { lreach->traveltime += FALLDAMAGE_5_TIME; } //end if else if ( AAS_FallDelta( mid[2] - trace.endpos[2] ) > FALLDELTA_10DAMAGE ) { lreach->traveltime += FALLDAMAGE_10_TIME; } //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; // RF, enforce the min reach time if ( reach->traveltime < REACH_MIN_TIME ) { reach->traveltime = REACH_MIN_TIME; } // 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 ).reachabilityareas >= ( *aasworld ).numareas + 2 ) { return qfalse; } //if starting with area 1 (area 0 is a dummy) if ( ( *aasworld ).reachabilityareas == 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 ).reachabilityareas + (int) framereachability; start_time = Sys_MilliSeconds(); //loop over the areas for ( i = ( *aasworld ).reachabilityareas; i < ( *aasworld ).numareas && i < todo; i++ ) { ( *aasworld ).reachabilityareas++; //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 // Ridah, no grapple // AAS_Reachability_Grapple(i, j); //check for a weapon jump reachability // Ridah, no weapon jumping // 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 ).reachabilityareas * 1000 / ( *aasworld ).numareas > lastpercentage ) { break; } } //end for // if ( ( *aasworld ).reachabilityareas == ( *aasworld ).numareas ) { botimport.Print( PRT_MESSAGE, "\r%6.1f%%", (float) 100.0 ); botimport.Print( PRT_MESSAGE, "\nplease wait while storing reachability...\n" ); ( *aasworld ).reachabilityareas++; } //end if //if this is the last step in the reachability calculations else if ( ( *aasworld ).reachabilityareas == ( *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 ).reachabilityareas++; // botimport.Print( PRT_MESSAGE, "calculating clusters...\n" ); } //end if else { lastpercentage = ( *aasworld ).reachabilityareas * 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 ).reachabilityareas = ( *aasworld ).numareas + 2; return; } //end if #else ( *aasworld ).reachabilityareas = ( *aasworld ).numareas + 2; return; #endif //BSPC } //end if ( *aasworld ).savefile = qtrue; //start with area 1 because area zero is a dummy ( *aasworld ).reachabilityareas = 1; //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