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