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104 lines
4 KiB
C
104 lines
4 KiB
C
//
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// HPB_bot - botman's High Ping Bastard bot
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//
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// (http://planethalflife.com/botman/)
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//
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// waypoint.h
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//
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#ifndef WAYPOINT_H
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#define WAYPOINT_H
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#include <limits.h>
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#define MAX_WAYPOINTS 1024
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#define REACHABLE_RANGE 400.0
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// defines for waypoint flags field (32 bits are available)
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#define W_FL_TEAM ((1<<0) + (1<<1)) /* allow for 4 teams (0-3) */
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#define W_FL_TEAM_SPECIFIC (1<<2) /* waypoint only for specified team */
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#define W_FL_CROUCH (1<<3) /* must crouch to reach this waypoint */
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#define W_FL_LADDER (1<<4) /* waypoint on a ladder */
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#define W_FL_LIFT (1<<5) /* wait for lift to be down before approaching this waypoint */
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#define W_FL_DOOR (1<<6) /* wait for door to open */
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#define W_FL_HEALTH (1<<7) /* health kit (or wall mounted) location */
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#define W_FL_ARMOR (1<<8) /* armor (or HEV) location */
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#define W_FL_AMMO (1<<9) /* ammo location */
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#define W_FL_SNIPER (1<<10) /* sniper waypoint (a good sniper spot) */
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#define W_FL_TFC_FLAG (1<<11) /* flag position (or hostage or president) */
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#define W_FL_FLF_CAP (1<<11) /* Front Line Force capture point */
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#define W_FL_TFC_FLAG_GOAL (1<<12) /* flag return position (or rescue zone) */
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#define W_FL_FLF_DEFEND (1<<12) /* Front Line Force defend point */
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#define W_FL_PRONE (1<<13) /* go prone (laying down) */
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#define W_FL_AIMING (1<<14) /* aiming waypoint */
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#define W_FL_DELETED (1<<31) /* used by waypoint allocation code */
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#define WAYPOINT_VERSION 4
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// define the waypoint file header structure...
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typedef struct {
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char filetype[8]; // should be "HPB_bot\0"
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int waypoint_file_version;
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int waypoint_file_flags; // not currently used
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int number_of_waypoints;
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char mapname[32]; // name of map for these waypoints
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} WAYPOINT_HDR;
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// define the structure for waypoints...
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typedef struct {
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int flags; // button, lift, flag, health, ammo, etc.
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Vector origin; // location
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} WAYPOINT;
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#define WAYPOINT_UNREACHABLE USHRT_MAX
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#define WAYPOINT_MAX_DISTANCE (USHRT_MAX-1)
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#define MAX_PATH_INDEX 4
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// define the structure for waypoint paths (paths are connections between
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// two waypoint nodes that indicates the bot can get from point A to point B.
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// note that paths DON'T have to be two-way. sometimes they are just one-way
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// connections between two points. There is an array called "paths" that
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// contains head pointers to these structures for each waypoint index.
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typedef struct path {
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short int index[MAX_PATH_INDEX]; // indexes of waypoints (index -1 means not used)
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struct path *next; // link to next structure
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} PATH;
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// waypoint function prototypes...
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void WaypointInit(void);
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int WaypointFindPath(PATH **pPath, int *path_index, int waypoint_index, int team);
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int WaypointFindNearest(edict_t *pEntity, float distance, int team);
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int WaypointFindNearest(Vector v_src, edict_t *pEntity, float range, int team);
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int WaypointFindNearestGoal(edict_t *pEntity, int src, int team, int flags);
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int WaypointFindNearestGoal(Vector v_src, edict_t *pEntity, float range, int team, int flags);
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int WaypointFindRandomGoal(edict_t *pEntity, int team, int flags);
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int WaypointFindRandomGoal(Vector v_src, edict_t *pEntity, float range, int team, int flags);
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int WaypointFindNearestAiming(Vector v_origin);
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void WaypointAdd(edict_t *pEntity);
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void WaypointAddAiming(edict_t *pEntity);
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void WaypointDelete(edict_t *pEntity);
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void WaypointCreatePath(edict_t *pEntity, int cmd);
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void WaypointRemovePath(edict_t *pEntity, int cmd);
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bool WaypointLoad(edict_t *pEntity);
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void WaypointSave(void);
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bool WaypointReachable(Vector v_srv, Vector v_dest, edict_t *pEntity);
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int WaypointFindReachable(edict_t *pEntity, float range, int team);
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void WaypointPrintInfo(edict_t *pEntity);
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void WaypointThink(edict_t *pEntity);
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void WaypointFloyds(short *shortest_path, short *from_to);
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void WaypointRouteInit(void);
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unsigned short WaypointRouteFromTo(int src, int dest, int team);
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int WaypointDistanceFromTo(int src, int dest, int team);
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#endif // WAYPOINT_H
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