491 lines
13 KiB
C++
491 lines
13 KiB
C++
//
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// C++ Implementation: bot_util
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//
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// Description: Basic util functions, mostly bot related
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//
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//
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// Author: <[email protected]>
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//
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//
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//
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//
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#include "cube.h"
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#include "bot.h"
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// Function code by PMB - Begin
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// Random functions begin
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// copied from
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// http://forums.bots-united.com/showthread.php?t=244&page=1&pp=10&highlight=random
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// So credits to PMB and the person(s) who actually made it :]
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// maximum value returned by our number generator (2^31 - 1 = 0x7FFFFFFF)
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#define LRAND_MAX 2147483647L
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long lseed; // our random number generator's seed
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long lrand (void)
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{
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// this function is the equivalent of the rand() standard C library function,
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// except that whereas rand() works only with short integers
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// (i.e. not above 32767), this function is able to generate 32-bit random
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// numbers. Isn't that nice ?
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// credits go to Ray Gardner for his fast implementation of minimal random
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// number generators
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// http://c.snippets.org/snip_lister.php?fname=rg_rand.c
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// compose the two 16-bit parts of the long integer and assemble them
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static unsigned long lrand_lo, lrand_hi;
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lrand_lo = 16807 * (long) (lseed & 0xFFFF); // low part
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lrand_hi = 16807 * (long) ((unsigned long) lseed >> 16);
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// high part
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lrand_lo += (lrand_hi & 0x7FFF) << 16;
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// assemble both in lrand_lo
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// is the resulting number greater than LRAND_MAX (half the capacity) ?
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if (lrand_lo > LRAND_MAX)
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{
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lrand_lo &= LRAND_MAX; // then get rid of the disturbing bit
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lrand_lo++; // and increase it a bit (to avoid overflow problems, I suppose)
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}
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lrand_lo += lrand_hi >> 15;
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// now do twisted maths to generate the next seed
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// is the resulting number greater than LRAND_MAX (half the capacity) ?
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if (lrand_lo > LRAND_MAX)
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{
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lrand_lo &= LRAND_MAX; // then get rid of the disturbing bit
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lrand_lo++; // and increase it a bit (to avoid overflow problems, I suppose)
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}
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// now we've got our (pseudo-)random number.
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lseed = (long) lrand_lo; // put it in the seed for next time
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return (lseed); // and return it. Yeah, simple as that.
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}
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void lsrand (unsigned long initial_seed)
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{
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// this function initializes the random seed based on the initial seed value
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// passed in the initial_seed parameter. Since random seeds are
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// usually initialized with the time of day, and time is a value that
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// changes slowly, we bump the seed twice to have it in a more
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// random state for future calls of the random number generator.
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// fill in the initial seed of the random number generator
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lseed = (long) initial_seed;
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lseed = lrand (); // bump it once
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lseed = lrand (); // bump it twice
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return; // that's all folks
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}
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long RandomLong (long from, long to)
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{
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// this function returns a random integer number between (and including)
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// the starting and ending values passed by parameters from and to.
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if (to <= from)
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return (from);
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return (from + lrand () / (LRAND_MAX / (to - from + 1)));
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}
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float RandomFloat (float from, float to)
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{
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// this function returns a random floating-point number between (and including)
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// the starting and ending values passed by parameters from and to.
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if (to <= from)
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return (from);
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return (from + (float) lrand () / (LRAND_MAX / (to - from)));
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}
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// End random functions
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void AnglesToVectors(vec angles, vec &forward, vec &right, vec &up)
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{
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static float degrees_to_radians = 2 * PI / 360;
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float angle;
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float sin_pitch;
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float sin_yaw;
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float sin_roll;
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float cos_pitch;
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float cos_yaw;
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float cos_roll;
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// For some reason this has to be done :)
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// Me = math n00b
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angles.x = -angles.x;
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angles.y -= 90;
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// compute the sin and cosine of the pitch component
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angle = angles.x * degrees_to_radians;
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sin_pitch = sinf (angle);
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cos_pitch = cosf (angle);
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// compute the sin and cosine of the yaw component
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angle = angles.y * degrees_to_radians;
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sin_yaw = sinf (angle);
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cos_yaw = cosf (angle);
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// compute the sin and cosine of the roll component
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angle = angles.z * degrees_to_radians;
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sin_roll = sinf (angle);
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cos_roll = cosf (angle);
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// build the FORWARD vector
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forward.x = cos_pitch * cos_yaw;
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forward.y = cos_pitch * sin_yaw;
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forward.z = -sin_pitch;
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// build the RIGHT vector
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right.x = -(-(sin_roll * sin_pitch * cos_yaw) - (cos_roll * -sin_yaw));
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right.y = -(-(sin_roll * sin_pitch * sin_yaw) - (cos_roll * cos_yaw));
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right.z = -(sin_roll * cos_pitch);
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// build the UPWARDS vector
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up.x = ((cos_roll * sin_pitch * cos_yaw) - (sin_roll * -sin_yaw));
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up.y = ((cos_roll * sin_pitch * sin_yaw) - (sin_roll * cos_yaw));
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up.z = cos_roll * cos_pitch;
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return;
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}
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// Function code by PMB - End
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float WrapXAngle(float angle)
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{
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if (angle > 90) angle = 90;
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else if (angle < -90) angle = -90;
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return angle;
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}
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float WrapYZAngle(float angle)
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{
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while (angle >= 360.0f) angle -= 360.0f;
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while (angle < 0.0f) angle += 360.0f;
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return angle;
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}
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// Sees how far it can come from 'from' to 'to' and puts the end vector in 'end'
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// (1337 description :-)
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// UNDONE: Optimize this as much as possible
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void TraceLine(vec from, vec to, dynent *pTracer, bool CheckPlayers, traceresult_s *tr,
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bool SkipTags)
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{
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tr->end = from;
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tr->collided = false;
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static float flNearestDist, flDist;
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static vec v;
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static bool solid;
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flNearestDist = 9999.0f;
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if(OUTBORD((int)from.x, (int)from.y)) return;
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// Check if the 'line' collides with entities like mapmodels
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loopv(ents)
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{
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entity &e = ents[i];
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if(e.type!=MAPMODEL) continue; // Only check map models for now
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mapmodelinfo &mmi = getmminfo(e.attr2);
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if(!&mmi || !mmi.h) continue;
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float lo = (float)(S(e.x, e.y)->floor+mmi.zoff+e.attr3);
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float hi = lo+mmi.h;
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float z = (fabs(from.z-lo) < fabs(from.z-hi)) ? lo : hi;
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makevec(&v, e.x, e.y, z);
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flDist = GetDistance(from, v);
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if ((flDist < flNearestDist) && (intersect(&e, from, to, &tr->end)))
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{
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flNearestDist = GetDistance(from, tr->end);
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tr->collided = true;
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}
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}
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if (CheckPlayers)
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{
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// Check if the 'line' collides with players
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loopv(players)
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{
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playerent *d = players[i];
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if(!d || (d==pTracer) || (d->state != CS_ALIVE)) continue; // Only check valid players
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flDist = GetDistance(from, d->o);
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if ((flDist < flNearestDist) && (intersect(d, from, to, &tr->end)))
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{
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flNearestDist = flDist;
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tr->collided = true;
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}
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}
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// Check if the 'line' collides with the local player(player1)
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playerent *d = player1; // Shortcut
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if (d && (d!=pTracer) && !BotManager.m_pBotToView && (d->state == CS_ALIVE))
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{
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flDist = GetDistance(from, d->o);
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if ((flDist < flNearestDist) && (intersect(d, from, to, &tr->end)))
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{
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flNearestDist = flDist;
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tr->collided = true;
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}
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}
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}
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float dx = to.x-from.x;
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float dy = to.y-from.y;
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int steps = (int)(sqrt(dx*dx+dy*dy)/0.9);
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if(!steps) // If from and to are on the same cube...
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{
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if (GetDistance(from, to) < flNearestDist)
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{
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tr->end = to;
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sqr *s = S(int(from.x), int(from.y));
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float flr = GetCubeFloor(int(from.x), int(from.y));
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solid = ((!SkipTags || !s->tag) && SOLID(s));
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if (solid || (to.z < flr) || (to.z > s->ceil))
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{
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tr->collided = true;
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tr->end.z = (fabs(to.z-s->ceil) < fabs(to.z-flr)) ? s->ceil : flr;
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}
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}
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return;
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}
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float x = from.x;
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float y = from.y;
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int i = 0;
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vec endcube = from;
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// Now check if the 'line' is hit by a cube
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while(i<steps)
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{
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if(OUTBORD((int)x, (int)y)) break;
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if (GetDistance(from, endcube) >= flNearestDist) break;
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sqr *s = S(int(x), int(y));
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solid = ((!SkipTags || !s->tag) && SOLID(s));
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if(solid) break;
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float floor = s->floor;
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if(s->type==FHF) floor -= s->vdelta/4.0f;
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float ceil = s->ceil;
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if(s->type==CHF) ceil += s->vdelta/4.0f;
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float rz = from.z-((from.z-to.z)*(i/(float)steps));
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if(rz<floor || rz>ceil) break;
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endcube.x = x;
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endcube.y = y;
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endcube.z = rz;
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x += dx/(float)steps;
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y += dy/(float)steps;
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i++;
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}
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if ((i>=steps) && !tr->collided)
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{
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tr->end = to;
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}
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else
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{
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tr->collided = true;
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if (GetDistance(from, endcube) < flNearestDist)
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tr->end = endcube;
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}
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return;
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}
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float GetDistance(vec v1, vec v2)
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{
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if ((v1.x == 0) && (v2.x == 0) && (v1.y == 0) && (v2.y == 0) && (v1.z == 0) &&
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(v2.z == 0))
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return 0.0f;
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return v1.dist(v2);
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}
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// As GetDistance(), but doesn take height in account.
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float Get2DDistance(vec v1, vec v2)
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{
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if ((v1.x == 0) && (v2.x == 0) && (v1.y == 0) && (v2.y == 0))
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return 0.0f;
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v1.z = v2.z = 0.0f;
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return v1.dist(v2);
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}
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bool IsVisible(vec v1, vec v2, dynent *tracer, bool SkipTags)
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{
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traceresult_s tr;
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TraceLine(v1, v2, tracer, (tracer!=NULL), &tr, SkipTags);
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return !tr.collided;
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}
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// Prediction:
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// - pos: Current position
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// - vel: Current velocity
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// - Time: In seconds, predict how far it is in Time seconds
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vec PredictPos(vec pos, vec vel, float Time)
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{
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float flVelLength = vel.magnitude();
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if (flVelLength <= 1.0)
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return pos; // don't bother with low velocities...
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vec v_end = vel;
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v_end.mul(Time);
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v_end.add(pos);
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return v_end;
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}
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// returns true if the given file is valid
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bool IsValidFile(const char *szFileName)
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{
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FILE *fp = fopen(szFileName, "r");
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if (fp)
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{
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fclose(fp);
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return true;
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}
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return false;
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}
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bool FileIsOlder(const char *szFileName1, const char *szFileName2)
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{
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/* int file1, file2;
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struct stat stat1, stat2;
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file1 = open(szFileName1, O_RDONLY);
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file2 = open(szFileName2, O_RDONLY);
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fstat(file1, &stat1);
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fstat(file2, &stat2);
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close(file1);
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close(file2);
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return(stat1.st_mtime < stat2.st_mtime);*/ return false; // FIXME
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}
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vec Normalize(vec v)
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{
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float flLen = sqrt(v.x*v.x + v.y*v.y + v.z*v.z);
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static vec v_norm = g_vecZero;
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if (flLen == 0)
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{
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v_norm.x=0;v_norm.y=0;v_norm.z=1;
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}
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else
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{
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flLen = 1 / flLen;
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v_norm.x = v.x * flLen; v_norm.y = v.y * flLen; v_norm.z = v.z * flLen;
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}
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return v_norm;
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}
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float GetYawDiff(float curyaw, vec v1, vec v2)
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{
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float yaw = -(float)atan2(v2.x - v1.x, v2.y - v1.y)/PI*180+180;
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return yaw-curyaw;
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}
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vec CrossProduct(const vec &a, const vec &b)
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{
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vec cross(a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x);
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return cross;
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}
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int GetDirection(const vec &angles, const vec &v1, const vec &v2)
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{
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vec tmp, forward, right, up, cross;
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float flDot;
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AnglesToVectors(angles, forward, right, up);
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tmp = v2;
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tmp.sub(v1);
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tmp.z = 0.0f; // Make 2D
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tmp = Normalize(tmp);
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forward.z = 0; // Make 2D
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flDot = tmp.dot(forward);
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cross = CrossProduct(tmp, forward);
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int Dir = DIR_NONE;
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if (cross.z > 0.1f) Dir |= LEFT;
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else if (cross.z < -0.1f) Dir |= RIGHT;
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if (flDot < -0.1f) Dir |= BACKWARD;
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else if (flDot > 0.1f) Dir |= FORWARD;
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if (v1.z > v2.z) Dir |= DOWN;
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if (v1.z < v2.z) Dir |= UP;
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return Dir;
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}
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float GetCubeFloor(int x, int y)
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{
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sqr *s = S(x, y);
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float floor = s->floor;
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if (s->type == FHF)
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floor -= (s->vdelta+S(x+1,y)->vdelta+S(x,y+1)->vdelta+S(x+1,y+1)->vdelta)/16.0f;
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return floor;
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}
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float GetCubeHeight(int x, int y)
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{
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sqr *s = S(x, y);
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float ceil = s->ceil;
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if(s->type == CHF)
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ceil += (s->vdelta+S(x+1,y)->vdelta+S(x,y+1)->vdelta+S(x+1,y+1)->vdelta)/16.0f;
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return ceil;
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}
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const char *SkillNrToSkillName(short skillnr)
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{
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if (skillnr == 0) return "best";
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else if (skillnr == 1) return "good";
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else if (skillnr == 2) return "medium";
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else if (skillnr == 3) return "worse";
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else if (skillnr == 4) return "bad";
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return NULL;
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}
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bool IsInGame(dynent *d)
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{
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if (!d) return false;
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if (d->type==ENT_BOT)
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{
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loopv(bots)
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{
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if (bots[i] == d)
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return true;
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}
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}
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else
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{
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if (d == player1)
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return true;
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else
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{
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loopv(players)
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{
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if (!players[i]) continue;
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if (players[i] == d)
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return true;
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}
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}
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}
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return false;
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}
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