dhewm3-sdk/game/ai/AI_bot.h

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// Created by Ivan_the_B
//
#ifndef __GAME_BOT_H__
#define __GAME_BOT_H__
/*
===============================================================================
idAI_Bot
===============================================================================
*/
//
// events
//
extern const idEventDef AI_Bot_FireWeapon;
// time before a weapon dropped to the floor disappears
const int AI_WEAPON_DROP_TIME = 20 * 1000;
class idBotNode;
class idBotWeapon {
public:
//spawn settings
idEntityPtr<idEntity> ent;
int channel;
jointHandle_t fireJoint;
jointHandle_t bindJoint;
jointHandle_t flashJoint; //to do:save
//weapon
int priorityLevel;
bool enabled;
idStr weaponName;
float minSelfDmgDistance;
//projectile
const idDict * projectileDef;
float projectileRadius;
float projectileSpeed;
idVec3 projectileVelocity;
idVec3 projectileGravity;
mutable idClipModel *projectileClipModel;
//attack settings
float attack_accuracy;
float projectile_spread;
int num_projectiles;
//clip
int clipSize;
int ammoInClip;
int reloadTolerance;
//light
const idMaterial * shader;
idVec3 flashColor;
float flashRadius;
int flashTime;
};
class idAI_Bot : public idAI {
public:
idScriptBool AI_LEAVE_NODE_TO_FIGHT;
idScriptBool AI_SAY_DAMAGED;
public:
CLASS_PROTOTYPE( idAI_Bot );
idAI_Bot();
virtual ~idAI_Bot();
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void Spawn( void );
virtual bool GetAimDir( const idVec3 &firePos, idEntity *aimAtEnt, const idEntity *ignore, idVec3 &aimDir ) const;
int GetHealth( void );
protected:
idList<idBotWeapon> weapons;
int currentWeapon;
int lastVisibleEnemyTime;
bool lastHitFCWCheckResult; //FromCurrentWeapon
int lastHitFCWCheckTime; //FromCurrentWeapon
bool lastHitNSDCheckResult; //NoSelfDamage
int lastHitNSDCheckTime; //NoSelfDamage
int lastWeaponChangedTime;
idScriptBool AI_WEAPON_CHANGED;
idScriptBool AI_WEAPON_NEED_RELOAD;
idEntityPtr<idBotNode> currentNode;
void LinkScriptVariables( void ); //called in spawn method
// attacks
virtual void CreateProjectileClipModel( void ) const;
void CreateProjectileClipModel( int requestedWeapon ) const;
//void DeleteProjectileClipModel( void ) const;
virtual idProjectile *CreateProjectile( const idVec3 &pos, const idVec3 &dir );
virtual idProjectile *LaunchProjectile( const char *jointname, idEntity *target, bool clampToAttackCone );
virtual void GetMuzzle( const char *jointname, idVec3 &muzzle, idMat3 &axis );
virtual void InitMuzzleFlash( void );
void setWeaponMuzzleFlash( void );
virtual void TriggerWeaponEffects( const idVec3 &muzzle );
virtual void UpdateMuzzleFlash( void );
virtual void SetEnemyPosition( void );
bool GetAimDirByWeapon( const idVec3 &firePos, idEntity *aimAtEnt, const idEntity *ignore, idVec3 &aimDir, int weaponToTest ) const;
//weapons
void CreateWeapons( void );
void AttachWeapon( idEntity *ent, idStr weaponName);
void RemoveWeapons( void );
bool SelectWeapon( int weaponNum );
void SelectInitialWeapon();
void ShowOnlyCurrentWeapon();
int GetWeaponNumByName(idStr name);
void DropWeapon( int weaponNum );
//utilities
virtual void CalculateAttackOffsets( void );
virtual void Show( void );
// damage
virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
//events
void Event_SelectWeapon( int weaponNum );
void Event_SelectAnotherWeapon( int idealLevel, int minLevel );
void Event_GetCurrentWeapon( void );
void Event_GetWeaponNumByName( const char *weaponName );
void Event_CreateMissile( const char *jointname );
void Event_LaunchMissile( const idVec3 &muzzle, const idAngles &ang );
void Event_FireWeapon( void );
void Event_CanHitEnemyFromCurrentWeapon( void );
void Event_CanFireToEnemyNoSelfDamage( int requireVisible );
void Event_CanHitEnemyFromAnim( const char *animname );
void Event_CanHitEnemyFromFireAnim( int weaponToTest );
void Event_CanHitEnemyFromJoint( const char *jointname );
void Event_ReloadWeapon( void );
void Event_CheckReloadTolerance( void );
void Event_GetAmmoInClip( void );
void Event_GetClipSize( void );
void Event_GetIdleAnim( void );
void Event_GetReloadAnim( void );
void Event_GetFireAnim( void );
void Event_LostTimeMoreThan( int time );
void Event_WeaponChangedMoreThan( int time );
void Event_PlayAnimOnWeapon( const char *animname );
void Event_TryLockNode( idEntity *node );
void Event_ReleaseNode( void );
void Event_FindEnemyAIorPL( int useFOV );
void Event_Burn( void );
};
ID_INLINE int idAI_Bot::GetHealth( void ) {
return health;
}
//from bad to good
#define DISTANCE_COND_TOOFAR -4
#define DISTANCE_COND_FIGHT_FAILED -3
#define DISTANCE_COND_MIN_FAILED -2
#define DISTANCE_COND_MAX_FAILED -1
#define DISTANCE_COND_NOENEMY 0
#define DISTANCE_COND_OK 1
class idBotNode : public idEntity {
public:
CLASS_PROTOTYPE( idBotNode );
idBotNode();
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void Spawn( void );
bool IsDisabled( void ) const;
bool IsInUse( void ) const;
bool AllNextNodesUsed( void );
idEntity * GetNextUsableNode( idAI_Bot *botEntity, int lookAheadMaxLevel );
int DistanceContidionsTrue( idAI_Bot *testEntity );
bool TryLock( idAI_Bot *activator );
void Release( void );
private:
float fight_distance_atnode;
float end_distance_min;
float end_distance_max;
float node_distance_max;
int end_time_max;
int end_time_min;
int end_time;
int end_health_delta_atnode;
int fight_health_delta_reaching;
int intial_health;
bool disabled;
bool inuse;
bool reached;
idEntityPtr<idAI_Bot> ownerBot;
void Event_EvaluateConditions( void );
void Event_GetNextUsableNode( idEntity *fromEntity );
void Event_CanBeUsedBy( idEntity *botEntity );
void Event_Reached( void );
};
ID_INLINE bool idBotNode::IsDisabled( void ) const {
return disabled;
}
ID_INLINE bool idBotNode::IsInUse( void ) const {
return inuse;
}
#endif /* !__GAME_BOT_H__ */