mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-14 16:40:57 +00:00
1e5348cbe0
Added new graphic for text box. Made edict_t pointer arrays static in 3ZB2, Awakening2, and Zaero DLLs due to stack size concerns.
368 lines
No EOL
11 KiB
C
368 lines
No EOL
11 KiB
C
/*
|
|
===========================================================================
|
|
Copyright (C) 1998 Steve Yeager
|
|
|
|
This file is part of ACE Bot source code.
|
|
|
|
ACE Bot source code is free software; you can redistribute it
|
|
and/or modify it under the terms of the GNU General Public License as
|
|
published by the Free Software Foundation; either version 2 of the License,
|
|
or (at your option) any later version.
|
|
|
|
ACE Bot 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 ACE Bot source code; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
===========================================================================
|
|
*/
|
|
|
|
///////////////////////////////////////////////////////////////////////
|
|
//
|
|
// ACE - Quake II Bot Base Code
|
|
//
|
|
// Version 1.0
|
|
//
|
|
// This file is Copyright(c), Steve Yeager 1998, All Rights Reserved
|
|
//
|
|
//
|
|
// All other files are Copyright(c) Id Software, Inc.
|
|
//
|
|
// Please see liscense.txt in the source directory for the copyright
|
|
// information regarding those files belonging to Id Software, Inc.
|
|
//
|
|
// Should you decide to release a modified version of ACE, you MUST
|
|
// include the following text (minus the BEGIN and END lines) in the
|
|
// documentation for your modification.
|
|
//
|
|
// --- BEGIN ---
|
|
//
|
|
// The ACE Bot is a product of Steve Yeager, and is available from
|
|
// the ACE Bot homepage, at http://www.axionfx.com/ace.
|
|
//
|
|
// This program is a modification of the ACE Bot, and is therefore
|
|
// in NO WAY supported by Steve Yeager.
|
|
//
|
|
// --- END ---
|
|
//
|
|
// I, Steve Yeager, hold no responsibility for any harm caused by the
|
|
// use of this source code, especially to small children and animals.
|
|
// It is provided as-is with no implied warranty or support.
|
|
//
|
|
// I also wish to thank and acknowledge the great work of others
|
|
// that has helped me to develop this code.
|
|
//
|
|
// John Cricket - For ideas and swapping code.
|
|
// Ryan Feltrin - For ideas and swapping code.
|
|
// SABIN - For showing how to do true client based movement.
|
|
// BotEpidemic - For keeping us up to date.
|
|
// Telefragged.com - For giving ACE a home.
|
|
// Microsoft - For giving us such a wonderful crash free OS.
|
|
// id - Need I say more.
|
|
//
|
|
// And to all the other testers, pathers, and players and people
|
|
// who I can't remember who the heck they were, but helped out.
|
|
//
|
|
///////////////////////////////////////////////////////////////////////
|
|
|
|
///////////////////////////////////////////////////////////////////////
|
|
//
|
|
// acebot.h - Main header file for ACEBOT
|
|
//
|
|
//
|
|
///////////////////////////////////////////////////////////////////////
|
|
|
|
#ifndef _ACEBOT_H
|
|
#define _ACEBOT_H
|
|
|
|
// Only 100 allowed for now (probably never be enough edicts for 'em)
|
|
#define MAX_BOTS 100
|
|
|
|
|
|
/*// Platform states
|
|
#define STATE_TOP 0
|
|
#define STATE_BOTTOM 1
|
|
#define STATE_UP 2
|
|
#define STATE_DOWN 3*/
|
|
|
|
// Maximum nodes
|
|
#define MAX_NODES 2048 //was 1000
|
|
|
|
// Link types
|
|
#define INVALID -1
|
|
|
|
// Node types
|
|
#define NODE_MOVE 0
|
|
#define NODE_LADDER 1
|
|
#define NODE_PLATFORM 2
|
|
#define NODE_TELEPORTER 3
|
|
#define NODE_ITEM 4
|
|
#define NODE_WATER 5
|
|
#define NODE_GRAPPLE 6
|
|
#define NODE_JUMP 7
|
|
#define NODE_ALL 99 // For selecting all nodes
|
|
|
|
// Density setting for nodes
|
|
#define NODE_DENSITY 128
|
|
|
|
// Bot state types
|
|
#define STATE_STAND 0
|
|
#define STATE_MOVE 1
|
|
#define STATE_ATTACK 2
|
|
#define STATE_WANDER 3
|
|
#define STATE_FLEE 4
|
|
|
|
#define MOVE_LEFT 0
|
|
#define MOVE_RIGHT 1
|
|
#define MOVE_FORWARD 2
|
|
#define MOVE_BACK 3
|
|
|
|
// Item defines (got this list from somewhere??....so thanks to whoever created it)
|
|
typedef enum
|
|
{
|
|
ITEMLIST_NULLINDEX = 0,
|
|
ITEMLIST_BODYARMOR,
|
|
ITEMLIST_COMBATARMOR,
|
|
ITEMLIST_JACKETARMOR,
|
|
ITEMLIST_ARMORSHARD,
|
|
ITEMLIST_ARMORSHARD_FLAT,
|
|
ITEMLIST_POWERSCREEN,
|
|
ITEMLIST_POWERSHIELD,
|
|
|
|
ITEMLIST_GRAPPLE,
|
|
ITEMLIST_BLASTER,
|
|
ITEMLIST_SHOTGUN,
|
|
ITEMLIST_SUPERSHOTGUN,
|
|
ITEMLIST_MACHINEGUN,
|
|
ITEMLIST_CHAINGUN,
|
|
ITEMLIST_GRENADES,
|
|
ITEMLIST_GRENADELAUNCHER,
|
|
ITEMLIST_ROCKETLAUNCHER,
|
|
ITEMLIST_HYPERBLASTER,
|
|
ITEMLIST_RAILGUN,
|
|
ITEMLIST_BFG10K,
|
|
ITEMLIST_HML,
|
|
ITEMLIST_NULLWEAP,
|
|
|
|
ITEMLIST_SHELLS,
|
|
ITEMLIST_BULLETS,
|
|
ITEMLIST_CELLS,
|
|
ITEMLIST_ROCKETS,
|
|
ITEMLIST_HOMINGROCKETS,
|
|
ITEMLIST_SLUGS,
|
|
ITEMLIST_FUEL,
|
|
|
|
ITEMLIST_QUADDAMAGE,
|
|
ITEMLIST_INVULNERABILITY,
|
|
ITEMLIST_SILENCER,
|
|
ITEMLIST_REBREATHER,
|
|
ITEMLIST_ENVIRONMENTSUIT,
|
|
ITEMLIST_ANCIENTHEAD,
|
|
ITEMLIST_ADRENALINE,
|
|
ITEMLIST_BANDOLIER,
|
|
ITEMLIST_AMMOPACK,
|
|
ITEMLIST_FLASHLIGHT,
|
|
ITEMLIST_JETPACK,
|
|
ITEMLIST_STASIS,
|
|
|
|
|
|
ITEMLIST_DATACD,
|
|
ITEMLIST_POWERCUBE,
|
|
ITEMLIST_PYRAMIDKEY,
|
|
ITEMLIST_DATASPINNER,
|
|
ITEMLIST_SECURITYPASS,
|
|
ITEMLIST_BLUEKEY,
|
|
ITEMLIST_REDKEY,
|
|
ITEMLIST_COMMANDERSHEAD,
|
|
ITEMLIST_AIRSTRIKEMARKER,
|
|
//ITEMLIST_HEALTH,
|
|
//ITEMLIST_BOT,
|
|
//ITEMLIST_PLAYER,
|
|
|
|
ITEMLIST_HEALTH_SMALL,
|
|
ITEMLIST_HEALTH_MEDIUM,
|
|
ITEMLIST_HEALTH_LARGE,
|
|
ITEMLIST_HEALTH_MEGA,
|
|
|
|
ITEMLIST_FLAG1,
|
|
ITEMLIST_FLAG2,
|
|
ITEMLIST_FLAG3,
|
|
ITEMLIST_RESISTANCETECH,
|
|
ITEMLIST_STRENGTHTECH,
|
|
ITEMLIST_HASTETECH,
|
|
ITEMLIST_REGENERATIONTECH,
|
|
ITEMLIST_VAMPIRETECH,
|
|
ITEMLIST_AMMOGENTECH,
|
|
|
|
ITEMLIST_AMMOGENPACK,
|
|
// Knightmare- Lazarus stuff
|
|
} itemlist_t;
|
|
|
|
/*#define ITEMLIST_NULLINDEX 0
|
|
#define ITEMLIST_BODYARMOR 1
|
|
#define ITEMLIST_COMBATARMOR 2
|
|
#define ITEMLIST_JACKETARMOR 3
|
|
#define ITEMLIST_ARMORSHARD 4
|
|
#define ITEMLIST_POWERSCREEN 5
|
|
#define ITEMLIST_POWERSHIELD 6
|
|
|
|
#define ITEMLIST_GRAPPLE 7
|
|
|
|
#define ITEMLIST_BLASTER 8
|
|
#define ITEMLIST_SHOTGUN 9
|
|
#define ITEMLIST_SUPERSHOTGUN 10
|
|
#define ITEMLIST_MACHINEGUN 11
|
|
#define ITEMLIST_CHAINGUN 12
|
|
#define ITEMLIST_GRENADES 13
|
|
#define ITEMLIST_GRENADELAUNCHER 14
|
|
#define ITEMLIST_ROCKETLAUNCHER 15
|
|
#define ITEMLIST_HYPERBLASTER 16
|
|
#define ITEMLIST_RAILGUN 17
|
|
#define ITEMLIST_BFG10K 18
|
|
|
|
#define ITEMLIST_SHELLS 19
|
|
#define ITEMLIST_BULLETS 20
|
|
#define ITEMLIST_CELLS 21
|
|
#define ITEMLIST_ROCKETS 22
|
|
#define ITEMLIST_SLUGS 23
|
|
#define ITEMLIST_QUADDAMAGE 24
|
|
#define ITEMLIST_INVULNERABILITY 25
|
|
#define ITEMLIST_SILENCER 26
|
|
#define ITEMLIST_REBREATHER 27
|
|
#define ITEMLIST_ENVIRONMENTSUIT 28
|
|
#define ITEMLIST_ANCIENTHEAD 29
|
|
#define ITEMLIST_ADRENALINE 30
|
|
#define ITEMLIST_BANDOLIER 31
|
|
#define ITEMLIST_AMMOPACK 32
|
|
#define ITEMLIST_DATACD 33
|
|
#define ITEMLIST_POWERCUBE 34
|
|
#define ITEMLIST_PYRAMIDKEY 35
|
|
#define ITEMLIST_DATASPINNER 36
|
|
#define ITEMLIST_SECURITYPASS 37
|
|
#define ITEMLIST_BLUEKEY 38
|
|
#define ITEMLIST_REDKEY 39
|
|
#define ITEMLIST_COMMANDERSHEAD 40
|
|
#define ITEMLIST_AIRSTRIKEMARKER 41
|
|
#define ITEMLIST_HEALTH 42
|
|
|
|
// new for ctf
|
|
#define ITEMLIST_FLAG1 43
|
|
#define ITEMLIST_FLAG2 44
|
|
#define ITEMLIST_RESISTANCETECH 45
|
|
#define ITEMLIST_STRENGTHTECH 46
|
|
#define ITEMLIST_HASTETECH 47
|
|
#define ITEMLIST_REGENERATIONTECH 48
|
|
|
|
// my additions
|
|
#define ITEMLIST_HEALTH_SMALL 49
|
|
#define ITEMLIST_HEALTH_MEDIUM 50
|
|
#define ITEMLIST_HEALTH_LARGE 51
|
|
#define ITEMLIST_BOT 52
|
|
#define ITEMLIST_PLAYER 53
|
|
#define ITEMLIST_HEALTH_MEGA 54*/
|
|
|
|
// Node structure
|
|
typedef struct node_s
|
|
{
|
|
vec3_t origin; // Using Id's representation
|
|
int type; // type of node
|
|
} node_t;
|
|
|
|
typedef struct item_table_s
|
|
{
|
|
int item;
|
|
float weight;
|
|
edict_t *ent;
|
|
int node;
|
|
} item_table_t;
|
|
|
|
extern int num_players;
|
|
extern edict_t *players[MAX_CLIENTS]; // pointers to all players in the game
|
|
|
|
// extern decs
|
|
extern node_t nodes[MAX_NODES];
|
|
extern item_table_t item_table[MAX_NODES]; // was MAX_EDICTS
|
|
extern qboolean debug_mode;
|
|
extern int numnodes;
|
|
extern int num_items;
|
|
|
|
// id Function Protos I need
|
|
void LookAtKiller (edict_t *self, edict_t *inflictor, edict_t *attacker);
|
|
void ClientObituary (edict_t *self, edict_t *inflictor, edict_t *attacker);
|
|
void TossClientWeapon (edict_t *self);
|
|
void ClientThink (edict_t *ent, usercmd_t *ucmd);
|
|
void SelectSpawnPoint (edict_t *ent, vec3_t origin, vec3_t angles, int *style, int *health);
|
|
void ClientUserinfoChanged (edict_t *ent, char *userinfo);
|
|
void CopyToBodyQue (edict_t *ent);
|
|
qboolean ClientConnect (edict_t *ent, char *userinfo);
|
|
void Use_Plat (edict_t *ent, edict_t *other, edict_t *activator);
|
|
|
|
// acebot_ai.c protos
|
|
void ACEAI_Think (edict_t *self);
|
|
void ACEAI_PickLongRangeGoal(edict_t *self);
|
|
void ACEAI_PickShortRangeGoal(edict_t *self);
|
|
qboolean ACEAI_FindEnemy(edict_t *self);
|
|
void ACEAI_ChooseWeapon(edict_t *self);
|
|
|
|
// acebot_cmds.c protos
|
|
qboolean ACECM_Commands(edict_t *ent);
|
|
void ACECM_Store();
|
|
|
|
// acebot_items.c protos
|
|
void ACEIT_PlayerAdded(edict_t *ent);
|
|
void ACEIT_PlayerRemoved(edict_t *ent);
|
|
qboolean ACEIT_IsVisible(edict_t *self, vec3_t goal);
|
|
qboolean ACEIT_IsReachable(edict_t *self,vec3_t goal);
|
|
qboolean ACEIT_ChangeWeapon (edict_t *ent, gitem_t *item);
|
|
qboolean ACEIT_CanUseArmor (gitem_t *item, edict_t *other);
|
|
float ACEIT_ItemNeed(edict_t *self, int item);
|
|
int ACEIT_ClassnameToIndex(char *classname);
|
|
void ACEIT_BuildItemNodeTable (qboolean rebuild);
|
|
|
|
// acebot_movement.c protos
|
|
qboolean ACEMV_SpecialMove(edict_t *self,usercmd_t *ucmd);
|
|
void ACEMV_Move(edict_t *self, usercmd_t *ucmd);
|
|
void ACEMV_Attack (edict_t *self, usercmd_t *ucmd);
|
|
void ACEMV_Wander (edict_t *self, usercmd_t *ucmd);
|
|
|
|
// acebot_nodes.c protos
|
|
int ACEND_FindCost(int from, int to);
|
|
int ACEND_FindCloseReachableNode(edict_t *self, int dist, int type);
|
|
int ACEND_FindClosestReachableNode(edict_t *self, int range, int type);
|
|
void ACEND_SetGoal(edict_t *self, int goal_node);
|
|
qboolean ACEND_FollowPath(edict_t *self);
|
|
void ACEND_GrapFired(edict_t *self);
|
|
qboolean ACEND_CheckForLadder(edict_t *self);
|
|
void ACEND_PathMap(edict_t *self);
|
|
void ACEND_InitNodes(void);
|
|
void ACEND_ShowNode(int node);
|
|
void ACEND_DrawPath();
|
|
void ACEND_ShowPath(edict_t *self, int goal_node);
|
|
int ACEND_AddNode(edict_t *self, int type);
|
|
void ACEND_UpdateNodeEdge(int from, int to);
|
|
void ACEND_RemoveNodeEdge(edict_t *self, int from, int to);
|
|
void ACEND_ResolveAllPaths();
|
|
void ACEND_SaveNodes();
|
|
void ACEND_LoadNodes();
|
|
|
|
// acebot_spawn.c protos
|
|
//void ACESP_SaveBots(); // Knightmare- removed this
|
|
//void ACESP_LoadBots(); // Knightmare- removed this
|
|
void ACESP_LoadBotInfo(); // Knightmare added
|
|
void ACESP_HoldSpawn(edict_t *self);
|
|
void ACESP_PutClientInServer (edict_t *bot, qboolean respawn, int team);
|
|
void ACESP_Respawn (edict_t *self);
|
|
edict_t *ACESP_FindFreeClient (void);
|
|
void ACESP_SetName(edict_t *bot, char *name, char *skin, char *team);
|
|
void ACESP_SpawnBot (char *team, char *name, char *skin, char *userinfo);
|
|
void ACESP_ReAddBots();
|
|
void ACESP_RemoveBot(char *name);
|
|
void safe_cprintf (edict_t *ent, int printlevel, char *fmt, ...);
|
|
void safe_centerprintf (edict_t *ent, char *fmt, ...);
|
|
void safe_bprintf (int printlevel, char *fmt, ...);
|
|
void debug_printf (char *fmt, ...);
|
|
|
|
#endif |