* Moved various source files from their mod sdk locations to places more

appropriate for open source Q3
* This patch looks bigger than it really is, however it will probably break the
  VC and OS X builds (easy to fix though)
This commit is contained in:
Tim Angus 2005-10-26 19:45:21 +00:00
parent 3ff42330e5
commit 3a2ad50406
98 changed files with 247 additions and 1030 deletions

View file

@ -31,15 +31,15 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*****************************************************************************/
#include "g_local.h"
#include "botlib.h"
#include "be_aas.h"
#include "be_ea.h"
#include "be_ai_char.h"
#include "be_ai_chat.h"
#include "be_ai_gen.h"
#include "be_ai_goal.h"
#include "be_ai_move.h"
#include "be_ai_weap.h"
#include "../botlib/botlib.h"
#include "../botlib/be_aas.h"
#include "../botlib/be_ea.h"
#include "../botlib/be_ai_char.h"
#include "../botlib/be_ai_chat.h"
#include "../botlib/be_ai_gen.h"
#include "../botlib/be_ai_goal.h"
#include "../botlib/be_ai_move.h"
#include "../botlib/be_ai_weap.h"
//
#include "ai_main.h"
#include "ai_dmq3.h"

View file

@ -31,15 +31,15 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*****************************************************************************/
#include "g_local.h"
#include "botlib.h"
#include "be_aas.h"
#include "be_ea.h"
#include "be_ai_char.h"
#include "be_ai_chat.h"
#include "be_ai_gen.h"
#include "be_ai_goal.h"
#include "be_ai_move.h"
#include "be_ai_weap.h"
#include "../botlib/botlib.h"
#include "../botlib/be_aas.h"
#include "../botlib/be_ea.h"
#include "../botlib/be_ai_char.h"
#include "../botlib/be_ai_chat.h"
#include "../botlib/be_ai_gen.h"
#include "../botlib/be_ai_goal.h"
#include "../botlib/be_ai_move.h"
#include "../botlib/be_ai_weap.h"
//
#include "ai_main.h"
#include "ai_dmq3.h"

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@ -31,15 +31,15 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*****************************************************************************/
#include "g_local.h"
#include "botlib.h"
#include "be_aas.h"
#include "be_ea.h"
#include "be_ai_char.h"
#include "be_ai_chat.h"
#include "be_ai_gen.h"
#include "be_ai_goal.h"
#include "be_ai_move.h"
#include "be_ai_weap.h"
#include "../botlib/botlib.h"
#include "../botlib/be_aas.h"
#include "../botlib/be_ea.h"
#include "../botlib/be_ai_char.h"
#include "../botlib/be_ai_chat.h"
#include "../botlib/be_ai_gen.h"
#include "../botlib/be_ai_goal.h"
#include "../botlib/be_ai_move.h"
#include "../botlib/be_ai_weap.h"
//
#include "ai_main.h"
#include "ai_dmq3.h"
@ -56,7 +56,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
// for the voice chats
#include "../../ui/menudef.h"
//goal flag, see be_ai_goal.h for the other GFL_*
//goal flag, see ../botlib/be_ai_goal.h for the other GFL_*
#define GFL_AIR 128
int numnodeswitches;

View file

@ -32,15 +32,15 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#include "g_local.h"
#include "botlib.h"
#include "be_aas.h"
#include "be_ea.h"
#include "be_ai_char.h"
#include "be_ai_chat.h"
#include "be_ai_gen.h"
#include "be_ai_goal.h"
#include "be_ai_move.h"
#include "be_ai_weap.h"
#include "../botlib/botlib.h"
#include "../botlib/be_aas.h"
#include "../botlib/be_ea.h"
#include "../botlib/be_ai_char.h"
#include "../botlib/be_ai_chat.h"
#include "../botlib/be_ai_gen.h"
#include "../botlib/be_ai_goal.h"
#include "../botlib/be_ai_move.h"
#include "../botlib/be_ai_weap.h"
//
#include "ai_main.h"
#include "ai_dmq3.h"

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@ -32,16 +32,16 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#include "g_local.h"
#include "q_shared.h"
#include "botlib.h" //bot lib interface
#include "be_aas.h"
#include "be_ea.h"
#include "be_ai_char.h"
#include "be_ai_chat.h"
#include "be_ai_gen.h"
#include "be_ai_goal.h"
#include "be_ai_move.h"
#include "be_ai_weap.h"
#include "../qcommon/q_shared.h"
#include "../botlib/botlib.h" //bot lib interface
#include "../botlib/be_aas.h"
#include "../botlib/be_ea.h"
#include "../botlib/be_ai_char.h"
#include "../botlib/be_ai_chat.h"
#include "../botlib/be_ai_gen.h"
#include "../botlib/be_ai_goal.h"
#include "../botlib/be_ai_move.h"
#include "../botlib/be_ai_weap.h"
//
#include "ai_main.h"
#include "ai_dmq3.h"

View file

@ -31,15 +31,15 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*****************************************************************************/
#include "g_local.h"
#include "botlib.h"
#include "be_aas.h"
#include "be_ea.h"
#include "be_ai_char.h"
#include "be_ai_chat.h"
#include "be_ai_gen.h"
#include "be_ai_goal.h"
#include "be_ai_move.h"
#include "be_ai_weap.h"
#include "../botlib/botlib.h"
#include "../botlib/be_aas.h"
#include "../botlib/be_ea.h"
#include "../botlib/be_ai_char.h"
#include "../botlib/be_ai_chat.h"
#include "../botlib/be_ai_gen.h"
#include "../botlib/be_ai_goal.h"
#include "../botlib/be_ai_move.h"
#include "../botlib/be_ai_weap.h"
//
#include "ai_main.h"
#include "ai_dmq3.h"

View file

@ -31,15 +31,15 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*****************************************************************************/
#include "g_local.h"
#include "botlib.h"
#include "be_aas.h"
#include "be_ea.h"
#include "be_ai_char.h"
#include "be_ai_chat.h"
#include "be_ai_gen.h"
#include "be_ai_goal.h"
#include "be_ai_move.h"
#include "be_ai_weap.h"
#include "../botlib/botlib.h"
#include "../botlib/be_aas.h"
#include "../botlib/be_ea.h"
#include "../botlib/be_ai_char.h"
#include "../botlib/be_ai_chat.h"
#include "../botlib/be_ai_gen.h"
#include "../botlib/be_ai_goal.h"
#include "../botlib/be_ai_move.h"
#include "../botlib/be_ai_weap.h"
//
#include "ai_main.h"
#include "ai_dmq3.h"

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@ -1,221 +0,0 @@
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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.
Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
/*****************************************************************************
* name: be_aas.h
*
* desc: Area Awareness System, stuff exported to the AI
*
* $Archive: /source/code/botlib/be_aas.h $
*
*****************************************************************************/
#ifndef MAX_STRINGFIELD
#define MAX_STRINGFIELD 80
#endif
//travel flags
#define TFL_INVALID 0x00000001 //traveling temporary not possible
#define TFL_WALK 0x00000002 //walking
#define TFL_CROUCH 0x00000004 //crouching
#define TFL_BARRIERJUMP 0x00000008 //jumping onto a barrier
#define TFL_JUMP 0x00000010 //jumping
#define TFL_LADDER 0x00000020 //climbing a ladder
#define TFL_WALKOFFLEDGE 0x00000080 //walking of a ledge
#define TFL_SWIM 0x00000100 //swimming
#define TFL_WATERJUMP 0x00000200 //jumping out of the water
#define TFL_TELEPORT 0x00000400 //teleporting
#define TFL_ELEVATOR 0x00000800 //elevator
#define TFL_ROCKETJUMP 0x00001000 //rocket jumping
#define TFL_BFGJUMP 0x00002000 //bfg jumping
#define TFL_GRAPPLEHOOK 0x00004000 //grappling hook
#define TFL_DOUBLEJUMP 0x00008000 //double jump
#define TFL_RAMPJUMP 0x00010000 //ramp jump
#define TFL_STRAFEJUMP 0x00020000 //strafe jump
#define TFL_JUMPPAD 0x00040000 //jump pad
#define TFL_AIR 0x00080000 //travel through air
#define TFL_WATER 0x00100000 //travel through water
#define TFL_SLIME 0x00200000 //travel through slime
#define TFL_LAVA 0x00400000 //travel through lava
#define TFL_DONOTENTER 0x00800000 //travel through donotenter area
#define TFL_FUNCBOB 0x01000000 //func bobbing
#define TFL_FLIGHT 0x02000000 //flight
#define TFL_BRIDGE 0x04000000 //move over a bridge
//
#define TFL_NOTTEAM1 0x08000000 //not team 1
#define TFL_NOTTEAM2 0x10000000 //not team 2
//default travel flags
#define TFL_DEFAULT TFL_WALK|TFL_CROUCH|TFL_BARRIERJUMP|\
TFL_JUMP|TFL_LADDER|\
TFL_WALKOFFLEDGE|TFL_SWIM|TFL_WATERJUMP|\
TFL_TELEPORT|TFL_ELEVATOR|\
TFL_AIR|TFL_WATER|TFL_JUMPPAD|TFL_FUNCBOB
typedef enum
{
SOLID_NOT, // no interaction with other objects
SOLID_TRIGGER, // only touch when inside, after moving
SOLID_BBOX, // touch on edge
SOLID_BSP // bsp clip, touch on edge
} solid_t;
//a trace is returned when a box is swept through the AAS world
typedef struct aas_trace_s
{
qboolean startsolid; // if true, the initial point was in a solid area
float fraction; // time completed, 1.0 = didn't hit anything
vec3_t endpos; // final position
int ent; // entity blocking the trace
int lastarea; // last area the trace was in (zero if none)
int area; // area blocking the trace (zero if none)
int planenum; // number of the plane that was hit
} aas_trace_t;
/* Defined in botlib.h
//bsp_trace_t hit surface
typedef struct bsp_surface_s
{
char name[16];
int flags;
int value;
} bsp_surface_t;
//a trace is returned when a box is swept through the BSP world
typedef struct bsp_trace_s
{
qboolean allsolid; // if true, plane is not valid
qboolean startsolid; // if true, the initial point was in a solid area
float fraction; // time completed, 1.0 = didn't hit anything
vec3_t endpos; // final position
cplane_t plane; // surface normal at impact
float exp_dist; // expanded plane distance
int sidenum; // number of the brush side hit
bsp_surface_t surface; // hit surface
int contents; // contents on other side of surface hit
int ent; // number of entity hit
} bsp_trace_t;
//
*/
//entity info
typedef struct aas_entityinfo_s
{
int valid; // true if updated this frame
int type; // entity type
int flags; // entity flags
float ltime; // local time
float update_time; // time between last and current update
int number; // number of the entity
vec3_t origin; // origin of the entity
vec3_t angles; // angles of the model
vec3_t old_origin; // for lerping
vec3_t lastvisorigin; // last visible origin
vec3_t mins; // bounding box minimums
vec3_t maxs; // bounding box maximums
int groundent; // ground entity
int solid; // solid type
int modelindex; // model used
int modelindex2; // weapons, CTF flags, etc
int frame; // model frame number
int event; // impulse events -- muzzle flashes, footsteps, etc
int eventParm; // even parameter
int powerups; // bit flags
int weapon; // determines weapon and flash model, etc
int legsAnim; // mask off ANIM_TOGGLEBIT
int torsoAnim; // mask off ANIM_TOGGLEBIT
} aas_entityinfo_t;
// area info
typedef struct aas_areainfo_s
{
int contents;
int flags;
int presencetype;
int cluster;
vec3_t mins;
vec3_t maxs;
vec3_t center;
} aas_areainfo_t;
// client movement prediction stop events, stop as soon as:
#define SE_NONE 0
#define SE_HITGROUND 1 // the ground is hit
#define SE_LEAVEGROUND 2 // there's no ground
#define SE_ENTERWATER 4 // water is entered
#define SE_ENTERSLIME 8 // slime is entered
#define SE_ENTERLAVA 16 // lava is entered
#define SE_HITGROUNDDAMAGE 32 // the ground is hit with damage
#define SE_GAP 64 // there's a gap
#define SE_TOUCHJUMPPAD 128 // touching a jump pad area
#define SE_TOUCHTELEPORTER 256 // touching teleporter
#define SE_ENTERAREA 512 // the given stoparea is entered
#define SE_HITGROUNDAREA 1024 // a ground face in the area is hit
#define SE_HITBOUNDINGBOX 2048 // hit the specified bounding box
#define SE_TOUCHCLUSTERPORTAL 4096 // touching a cluster portal
typedef struct aas_clientmove_s
{
vec3_t endpos; //position at the end of movement prediction
int endarea; //area at end of movement prediction
vec3_t velocity; //velocity at the end of movement prediction
aas_trace_t trace; //last trace
int presencetype; //presence type at end of movement prediction
int stopevent; //event that made the prediction stop
int endcontents; //contents at the end of movement prediction
float time; //time predicted ahead
int frames; //number of frames predicted ahead
} aas_clientmove_t;
// alternate route goals
#define ALTROUTEGOAL_ALL 1
#define ALTROUTEGOAL_CLUSTERPORTALS 2
#define ALTROUTEGOAL_VIEWPORTALS 4
typedef struct aas_altroutegoal_s
{
vec3_t origin;
int areanum;
unsigned short starttraveltime;
unsigned short goaltraveltime;
unsigned short extratraveltime;
} aas_altroutegoal_t;
// route prediction stop events
#define RSE_NONE 0
#define RSE_NOROUTE 1 //no route to goal
#define RSE_USETRAVELTYPE 2 //stop as soon as on of the given travel types is used
#define RSE_ENTERCONTENTS 4 //stop when entering the given contents
#define RSE_ENTERAREA 8 //stop when entering the given area
typedef struct aas_predictroute_s
{
vec3_t endpos; //position at the end of movement prediction
int endarea; //area at end of movement prediction
int stopevent; //event that made the prediction stop
int endcontents; //contents at the end of movement prediction
int endtravelflags; //end travel flags
int numareas; //number of areas predicted ahead
int time; //time predicted ahead (in hundreth of a sec)
} aas_predictroute_t;

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@ -1,48 +0,0 @@
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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.
Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
/*****************************************************************************
* name: be_ai_char.h
*
* desc: bot characters
*
* $Archive: /source/code/botlib/be_ai_char.h $
*
*****************************************************************************/
//loads a bot character from a file
int BotLoadCharacter(char *charfile, float skill);
//frees a bot character
void BotFreeCharacter(int character);
//returns a float characteristic
float Characteristic_Float(int character, int index);
//returns a bounded float characteristic
float Characteristic_BFloat(int character, int index, float min, float max);
//returns an integer characteristic
int Characteristic_Integer(int character, int index);
//returns a bounded integer characteristic
int Characteristic_BInteger(int character, int index, int min, int max);
//returns a string characteristic
void Characteristic_String(int character, int index, char *buf, int size);
//free cached bot characters
void BotShutdownCharacters(void);

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@ -1,113 +0,0 @@
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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.
Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
/*****************************************************************************
* name: be_ai_chat.h
*
* desc: char AI
*
* $Archive: /source/code/botlib/be_ai_chat.h $
*
*****************************************************************************/
#define MAX_MESSAGE_SIZE 256
#define MAX_CHATTYPE_NAME 32
#define MAX_MATCHVARIABLES 8
#define CHAT_GENDERLESS 0
#define CHAT_GENDERFEMALE 1
#define CHAT_GENDERMALE 2
#define CHAT_ALL 0
#define CHAT_TEAM 1
#define CHAT_TELL 2
//a console message
typedef struct bot_consolemessage_s
{
int handle;
float time; //message time
int type; //message type
char message[MAX_MESSAGE_SIZE]; //message
struct bot_consolemessage_s *prev, *next; //prev and next in list
} bot_consolemessage_t;
//match variable
typedef struct bot_matchvariable_s
{
char offset;
int length;
} bot_matchvariable_t;
//returned to AI when a match is found
typedef struct bot_match_s
{
char string[MAX_MESSAGE_SIZE];
int type;
int subtype;
bot_matchvariable_t variables[MAX_MATCHVARIABLES];
} bot_match_t;
//setup the chat AI
int BotSetupChatAI(void);
//shutdown the chat AI
void BotShutdownChatAI(void);
//returns the handle to a newly allocated chat state
int BotAllocChatState(void);
//frees the chatstate
void BotFreeChatState(int handle);
//adds a console message to the chat state
void BotQueueConsoleMessage(int chatstate, int type, char *message);
//removes the console message from the chat state
void BotRemoveConsoleMessage(int chatstate, int handle);
//returns the next console message from the state
int BotNextConsoleMessage(int chatstate, bot_consolemessage_t *cm);
//returns the number of console messages currently stored in the state
int BotNumConsoleMessages(int chatstate);
//selects a chat message of the given type
void BotInitialChat(int chatstate, char *type, int mcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7);
//returns the number of initial chat messages of the given type
int BotNumInitialChats(int chatstate, char *type);
//find and select a reply for the given message
int BotReplyChat(int chatstate, char *message, int mcontext, int vcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7);
//returns the length of the currently selected chat message
int BotChatLength(int chatstate);
//enters the selected chat message
void BotEnterChat(int chatstate, int clientto, int sendto);
//get the chat message ready to be output
void BotGetChatMessage(int chatstate, char *buf, int size);
//checks if the first string contains the second one, returns index into first string or -1 if not found
int StringContains(char *str1, char *str2, int casesensitive);
//finds a match for the given string using the match templates
int BotFindMatch(char *str, bot_match_t *match, unsigned long int context);
//returns a variable from a match
void BotMatchVariable(bot_match_t *match, int variable, char *buf, int size);
//unify all the white spaces in the string
void UnifyWhiteSpaces(char *string);
//replace all the context related synonyms in the string
void BotReplaceSynonyms(char *string, unsigned long int context);
//loads a chat file for the chat state
int BotLoadChatFile(int chatstate, char *chatfile, char *chatname);
//store the gender of the bot in the chat state
void BotSetChatGender(int chatstate, int gender);
//store the bot name in the chat state
void BotSetChatName(int chatstate, char *name, int client);

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@ -1,33 +0,0 @@
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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.
Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
/*****************************************************************************
* name: be_ai_gen.h
*
* desc: genetic selection
*
* $Archive: /source/code/botlib/be_ai_gen.h $
*
*****************************************************************************/
int GeneticParentsAndChildSelection(int numranks, float *ranks, int *parent1, int *parent2, int *child);

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@ -1,118 +0,0 @@
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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.
Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
/*****************************************************************************
* name: be_ai_goal.h
*
* desc: goal AI
*
* $Archive: /source/code/botlib/be_ai_goal.h $
*
*****************************************************************************/
#define MAX_AVOIDGOALS 256
#define MAX_GOALSTACK 8
#define GFL_NONE 0
#define GFL_ITEM 1
#define GFL_ROAM 2
#define GFL_DROPPED 4
//a bot goal
typedef struct bot_goal_s
{
vec3_t origin; //origin of the goal
int areanum; //area number of the goal
vec3_t mins, maxs; //mins and maxs of the goal
int entitynum; //number of the goal entity
int number; //goal number
int flags; //goal flags
int iteminfo; //item information
} bot_goal_t;
//reset the whole goal state, but keep the item weights
void BotResetGoalState(int goalstate);
//reset avoid goals
void BotResetAvoidGoals(int goalstate);
//remove the goal with the given number from the avoid goals
void BotRemoveFromAvoidGoals(int goalstate, int number);
//push a goal onto the goal stack
void BotPushGoal(int goalstate, bot_goal_t *goal);
//pop a goal from the goal stack
void BotPopGoal(int goalstate);
//empty the bot's goal stack
void BotEmptyGoalStack(int goalstate);
//dump the avoid goals
void BotDumpAvoidGoals(int goalstate);
//dump the goal stack
void BotDumpGoalStack(int goalstate);
//get the name name of the goal with the given number
void BotGoalName(int number, char *name, int size);
//get the top goal from the stack
int BotGetTopGoal(int goalstate, bot_goal_t *goal);
//get the second goal on the stack
int BotGetSecondGoal(int goalstate, bot_goal_t *goal);
//choose the best long term goal item for the bot
int BotChooseLTGItem(int goalstate, vec3_t origin, int *inventory, int travelflags);
//choose the best nearby goal item for the bot
//the item may not be further away from the current bot position than maxtime
//also the travel time from the nearby goal towards the long term goal may not
//be larger than the travel time towards the long term goal from the current bot position
int BotChooseNBGItem(int goalstate, vec3_t origin, int *inventory, int travelflags,
bot_goal_t *ltg, float maxtime);
//returns true if the bot touches the goal
int BotTouchingGoal(vec3_t origin, bot_goal_t *goal);
//returns true if the goal should be visible but isn't
int BotItemGoalInVisButNotVisible(int viewer, vec3_t eye, vec3_t viewangles, bot_goal_t *goal);
//search for a goal for the given classname, the index can be used
//as a start point for the search when multiple goals are available with that same classname
int BotGetLevelItemGoal(int index, char *classname, bot_goal_t *goal);
//get the next camp spot in the map
int BotGetNextCampSpotGoal(int num, bot_goal_t *goal);
//get the map location with the given name
int BotGetMapLocationGoal(char *name, bot_goal_t *goal);
//returns the avoid goal time
float BotAvoidGoalTime(int goalstate, int number);
//set the avoid goal time
void BotSetAvoidGoalTime(int goalstate, int number, float avoidtime);
//initializes the items in the level
void BotInitLevelItems(void);
//regularly update dynamic entity items (dropped weapons, flags etc.)
void BotUpdateEntityItems(void);
//interbreed the goal fuzzy logic
void BotInterbreedGoalFuzzyLogic(int parent1, int parent2, int child);
//save the goal fuzzy logic to disk
void BotSaveGoalFuzzyLogic(int goalstate, char *filename);
//mutate the goal fuzzy logic
void BotMutateGoalFuzzyLogic(int goalstate, float range);
//loads item weights for the bot
int BotLoadItemWeights(int goalstate, char *filename);
//frees the item weights of the bot
void BotFreeItemWeights(int goalstate);
//returns the handle of a newly allocated goal state
int BotAllocGoalState(int client);
//free the given goal state
void BotFreeGoalState(int handle);
//setup the goal AI
int BotSetupGoalAI(void);
//shut down the goal AI
void BotShutdownGoalAI(void);

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@ -1,144 +0,0 @@
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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.
Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
/*****************************************************************************
* name: be_ai_move.h
*
* desc: movement AI
*
* $Archive: /source/code/botlib/be_ai_move.h $
*
*****************************************************************************/
//movement types
#define MOVE_WALK 1
#define MOVE_CROUCH 2
#define MOVE_JUMP 4
#define MOVE_GRAPPLE 8
#define MOVE_ROCKETJUMP 16
#define MOVE_BFGJUMP 32
//move flags
#define MFL_BARRIERJUMP 1 //bot is performing a barrier jump
#define MFL_ONGROUND 2 //bot is in the ground
#define MFL_SWIMMING 4 //bot is swimming
#define MFL_AGAINSTLADDER 8 //bot is against a ladder
#define MFL_WATERJUMP 16 //bot is waterjumping
#define MFL_TELEPORTED 32 //bot is being teleported
#define MFL_GRAPPLEPULL 64 //bot is being pulled by the grapple
#define MFL_ACTIVEGRAPPLE 128 //bot is using the grapple hook
#define MFL_GRAPPLERESET 256 //bot has reset the grapple
#define MFL_WALK 512 //bot should walk slowly
// move result flags
#define MOVERESULT_MOVEMENTVIEW 1 //bot uses view for movement
#define MOVERESULT_SWIMVIEW 2 //bot uses view for swimming
#define MOVERESULT_WAITING 4 //bot is waiting for something
#define MOVERESULT_MOVEMENTVIEWSET 8 //bot has set the view in movement code
#define MOVERESULT_MOVEMENTWEAPON 16 //bot uses weapon for movement
#define MOVERESULT_ONTOPOFOBSTACLE 32 //bot is ontop of obstacle
#define MOVERESULT_ONTOPOF_FUNCBOB 64 //bot is ontop of a func_bobbing
#define MOVERESULT_ONTOPOF_ELEVATOR 128 //bot is ontop of an elevator (func_plat)
#define MOVERESULT_BLOCKEDBYAVOIDSPOT 256 //bot is blocked by an avoid spot
//
#define MAX_AVOIDREACH 1
#define MAX_AVOIDSPOTS 32
// avoid spot types
#define AVOID_CLEAR 0 //clear all avoid spots
#define AVOID_ALWAYS 1 //avoid always
#define AVOID_DONTBLOCK 2 //never totally block
// restult types
#define RESULTTYPE_ELEVATORUP 1 //elevator is up
#define RESULTTYPE_WAITFORFUNCBOBBING 2 //waiting for func bobbing to arrive
#define RESULTTYPE_BADGRAPPLEPATH 4 //grapple path is obstructed
#define RESULTTYPE_INSOLIDAREA 8 //stuck in solid area, this is bad
//structure used to initialize the movement state
//the or_moveflags MFL_ONGROUND, MFL_TELEPORTED and MFL_WATERJUMP come from the playerstate
typedef struct bot_initmove_s
{
vec3_t origin; //origin of the bot
vec3_t velocity; //velocity of the bot
vec3_t viewoffset; //view offset
int entitynum; //entity number of the bot
int client; //client number of the bot
float thinktime; //time the bot thinks
int presencetype; //presencetype of the bot
vec3_t viewangles; //view angles of the bot
int or_moveflags; //values ored to the movement flags
} bot_initmove_t;
//NOTE: the ideal_viewangles are only valid if MFL_MOVEMENTVIEW is set
typedef struct bot_moveresult_s
{
int failure; //true if movement failed all together
int type; //failure or blocked type
int blocked; //true if blocked by an entity
int blockentity; //entity blocking the bot
int traveltype; //last executed travel type
int flags; //result flags
int weapon; //weapon used for movement
vec3_t movedir; //movement direction
vec3_t ideal_viewangles; //ideal viewangles for the movement
} bot_moveresult_t;
#define bot_moveresult_t_cleared(x) bot_moveresult_t (x) = {0, 0, 0, 0, 0, 0, 0, {0, 0, 0}, {0, 0, 0}}
// bk001204: from code/botlib/be_ai_move.c
// TTimo 04/12/2001 was moved here to avoid dup defines
typedef struct bot_avoidspot_s
{
vec3_t origin;
float radius;
int type;
} bot_avoidspot_t;
//resets the whole move state
void BotResetMoveState(int movestate);
//moves the bot to the given goal
void BotMoveToGoal(bot_moveresult_t *result, int movestate, bot_goal_t *goal, int travelflags);
//moves the bot in the specified direction using the specified type of movement
int BotMoveInDirection(int movestate, vec3_t dir, float speed, int type);
//reset avoid reachability
void BotResetAvoidReach(int movestate);
//resets the last avoid reachability
void BotResetLastAvoidReach(int movestate);
//returns a reachability area if the origin is in one
int BotReachabilityArea(vec3_t origin, int client);
//view target based on movement
int BotMovementViewTarget(int movestate, bot_goal_t *goal, int travelflags, float lookahead, vec3_t target);
//predict the position of a player based on movement towards a goal
int BotPredictVisiblePosition(vec3_t origin, int areanum, bot_goal_t *goal, int travelflags, vec3_t target);
//returns the handle of a newly allocated movestate
int BotAllocMoveState(void);
//frees the movestate with the given handle
void BotFreeMoveState(int handle);
//initialize movement state before performing any movement
void BotInitMoveState(int handle, bot_initmove_t *initmove);
//add a spot to avoid (if type == AVOID_CLEAR all spots are removed)
void BotAddAvoidSpot(int movestate, vec3_t origin, float radius, int type);
//must be called every map change
void BotSetBrushModelTypes(void);
//setup movement AI
int BotSetupMoveAI(void);
//shutdown movement AI
void BotShutdownMoveAI(void);

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@ -1,104 +0,0 @@
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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.
Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
/*****************************************************************************
* name: be_ai_weap.h
*
* desc: weapon AI
*
* $Archive: /source/code/botlib/be_ai_weap.h $
*
*****************************************************************************/
//projectile flags
#define PFL_WINDOWDAMAGE 1 //projectile damages through window
#define PFL_RETURN 2 //set when projectile returns to owner
//weapon flags
#define WFL_FIRERELEASED 1 //set when projectile is fired with key-up event
//damage types
#define DAMAGETYPE_IMPACT 1 //damage on impact
#define DAMAGETYPE_RADIAL 2 //radial damage
#define DAMAGETYPE_VISIBLE 4 //damage to all entities visible to the projectile
typedef struct projectileinfo_s
{
char name[MAX_STRINGFIELD];
char model[MAX_STRINGFIELD];
int flags;
float gravity;
int damage;
float radius;
int visdamage;
int damagetype;
int healthinc;
float push;
float detonation;
float bounce;
float bouncefric;
float bouncestop;
} projectileinfo_t;
typedef struct weaponinfo_s
{
int valid; //true if the weapon info is valid
int number; //number of the weapon
char name[MAX_STRINGFIELD];
char model[MAX_STRINGFIELD];
int level;
int weaponindex;
int flags;
char projectile[MAX_STRINGFIELD];
int numprojectiles;
float hspread;
float vspread;
float speed;
float acceleration;
vec3_t recoil;
vec3_t offset;
vec3_t angleoffset;
float extrazvelocity;
int ammoamount;
int ammoindex;
float activate;
float reload;
float spinup;
float spindown;
projectileinfo_t proj; //pointer to the used projectile
} weaponinfo_t;
//setup the weapon AI
int BotSetupWeaponAI(void);
//shut down the weapon AI
void BotShutdownWeaponAI(void);
//returns the best weapon to fight with
int BotChooseBestFightWeapon(int weaponstate, int *inventory);
//returns the information of the current weapon
void BotGetWeaponInfo(int weaponstate, int weapon, weaponinfo_t *weaponinfo);
//loads the weapon weights
int BotLoadWeaponWeights(int weaponstate, char *filename);
//returns a handle to a newly allocated weapon state
int BotAllocWeaponState(void);
//frees the weapon state
void BotFreeWeaponState(int weaponstate);
//resets the whole weapon state
void BotResetWeaponState(int weaponstate);

View file

@ -1,66 +0,0 @@
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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.
Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
/*****************************************************************************
* name: be_ea.h
*
* desc: elementary actions
*
* $Archive: /source/code/botlib/be_ea.h $
*
*****************************************************************************/
//ClientCommand elementary actions
void EA_Say(int client, char *str);
void EA_SayTeam(int client, char *str);
void EA_Command(int client, char *command );
void EA_Action(int client, int action);
void EA_Crouch(int client);
void EA_Walk(int client);
void EA_MoveUp(int client);
void EA_MoveDown(int client);
void EA_MoveForward(int client);
void EA_MoveBack(int client);
void EA_MoveLeft(int client);
void EA_MoveRight(int client);
void EA_Attack(int client);
void EA_Respawn(int client);
void EA_Talk(int client);
void EA_Gesture(int client);
void EA_Use(int client);
//regular elementary actions
void EA_SelectWeapon(int client, int weapon);
void EA_Jump(int client);
void EA_DelayedJump(int client);
void EA_Move(int client, vec3_t dir, float speed);
void EA_View(int client, vec3_t viewangles);
//send regular input to the server
void EA_EndRegular(int client, float thinktime);
void EA_GetInput(int client, float thinktime, bot_input_t *input);
void EA_ResetInput(int client);
//setup and shutdown routines
int EA_Setup(void);
void EA_Shutdown(void);

View file

@ -3,7 +3,7 @@
// bg_lib,c -- standard C library replacement routines used by code
// compiled for the virtual machine
#include "q_shared.h"
#include "../qcommon/q_shared.h"
/*-
* Copyright (c) 1992, 1993

View file

@ -22,7 +22,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
//
// bg_misc.c -- both games misc functions, all completely stateless
#include "q_shared.h"
#include "../qcommon/q_shared.h"
#include "bg_public.h"
/*QUAKED item_***** ( 0 0 0 ) (-16 -16 -16) (16 16 16) suspended

View file

@ -23,7 +23,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
// bg_pmove.c -- both games player movement code
// takes a playerstate and a usercmd as input and returns a modifed playerstate
#include "q_shared.h"
#include "../qcommon/q_shared.h"
#include "bg_public.h"
#include "bg_local.h"

View file

@ -22,7 +22,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
//
// bg_slidemove.c -- part of bg_pmove functionality
#include "q_shared.h"
#include "../qcommon/q_shared.h"
#include "bg_public.h"
#include "bg_local.h"

View file

@ -1,516 +0,0 @@
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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.
Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
/*****************************************************************************
* name: botlib.h
*
* desc: bot AI library
*
* $Archive: /source/code/game/botai.h $
*
*****************************************************************************/
#define BOTLIB_API_VERSION 2
struct aas_clientmove_s;
struct aas_entityinfo_s;
struct aas_areainfo_s;
struct aas_altroutegoal_s;
struct aas_predictroute_s;
struct bot_consolemessage_s;
struct bot_match_s;
struct bot_goal_s;
struct bot_moveresult_s;
struct bot_initmove_s;
struct weaponinfo_s;
#define BOTFILESBASEFOLDER "botfiles"
//debug line colors
#define LINECOLOR_NONE -1
#define LINECOLOR_RED 1//0xf2f2f0f0L
#define LINECOLOR_GREEN 2//0xd0d1d2d3L
#define LINECOLOR_BLUE 3//0xf3f3f1f1L
#define LINECOLOR_YELLOW 4//0xdcdddedfL
#define LINECOLOR_ORANGE 5//0xe0e1e2e3L
//Print types
#define PRT_MESSAGE 1
#define PRT_WARNING 2
#define PRT_ERROR 3
#define PRT_FATAL 4
#define PRT_EXIT 5
//console message types
#define CMS_NORMAL 0
#define CMS_CHAT 1
//botlib error codes
#define BLERR_NOERROR 0 //no error
#define BLERR_LIBRARYNOTSETUP 1 //library not setup
#define BLERR_INVALIDENTITYNUMBER 2 //invalid entity number
#define BLERR_NOAASFILE 3 //no AAS file available
#define BLERR_CANNOTOPENAASFILE 4 //cannot open AAS file
#define BLERR_WRONGAASFILEID 5 //incorrect AAS file id
#define BLERR_WRONGAASFILEVERSION 6 //incorrect AAS file version
#define BLERR_CANNOTREADAASLUMP 7 //cannot read AAS file lump
#define BLERR_CANNOTLOADICHAT 8 //cannot load initial chats
#define BLERR_CANNOTLOADITEMWEIGHTS 9 //cannot load item weights
#define BLERR_CANNOTLOADITEMCONFIG 10 //cannot load item config
#define BLERR_CANNOTLOADWEAPONWEIGHTS 11 //cannot load weapon weights
#define BLERR_CANNOTLOADWEAPONCONFIG 12 //cannot load weapon config
//action flags
#define ACTION_ATTACK 0x0000001
#define ACTION_USE 0x0000002
#define ACTION_RESPAWN 0x0000008
#define ACTION_JUMP 0x0000010
#define ACTION_MOVEUP 0x0000020
#define ACTION_CROUCH 0x0000080
#define ACTION_MOVEDOWN 0x0000100
#define ACTION_MOVEFORWARD 0x0000200
#define ACTION_MOVEBACK 0x0000800
#define ACTION_MOVELEFT 0x0001000
#define ACTION_MOVERIGHT 0x0002000
#define ACTION_DELAYEDJUMP 0x0008000
#define ACTION_TALK 0x0010000
#define ACTION_GESTURE 0x0020000
#define ACTION_WALK 0x0080000
#define ACTION_AFFIRMATIVE 0x0100000
#define ACTION_NEGATIVE 0x0200000
#define ACTION_GETFLAG 0x0800000
#define ACTION_GUARDBASE 0x1000000
#define ACTION_PATROL 0x2000000
#define ACTION_FOLLOWME 0x8000000
//the bot input, will be converted to an usercmd_t
typedef struct bot_input_s
{
float thinktime; //time since last output (in seconds)
vec3_t dir; //movement direction
float speed; //speed in the range [0, 400]
vec3_t viewangles; //the view angles
int actionflags; //one of the ACTION_? flags
int weapon; //weapon to use
} bot_input_t;
#ifndef BSPTRACE
#define BSPTRACE
//bsp_trace_t hit surface
typedef struct bsp_surface_s
{
char name[16];
int flags;
int value;
} bsp_surface_t;
//remove the bsp_trace_s structure definition l8r on
//a trace is returned when a box is swept through the world
typedef struct bsp_trace_s
{
qboolean allsolid; // if true, plane is not valid
qboolean startsolid; // if true, the initial point was in a solid area
float fraction; // time completed, 1.0 = didn't hit anything
vec3_t endpos; // final position
cplane_t plane; // surface normal at impact
float exp_dist; // expanded plane distance
int sidenum; // number of the brush side hit
bsp_surface_t surface; // the hit point surface
int contents; // contents on other side of surface hit
int ent; // number of entity hit
} bsp_trace_t;
#endif // BSPTRACE
//entity state
typedef struct bot_entitystate_s
{
int type; // entity type
int flags; // entity flags
vec3_t origin; // origin of the entity
vec3_t angles; // angles of the model
vec3_t old_origin; // for lerping
vec3_t mins; // bounding box minimums
vec3_t maxs; // bounding box maximums
int groundent; // ground entity
int solid; // solid type
int modelindex; // model used
int modelindex2; // weapons, CTF flags, etc
int frame; // model frame number
int event; // impulse events -- muzzle flashes, footsteps, etc
int eventParm; // even parameter
int powerups; // bit flags
int weapon; // determines weapon and flash model, etc
int legsAnim; // mask off ANIM_TOGGLEBIT
int torsoAnim; // mask off ANIM_TOGGLEBIT
} bot_entitystate_t;
//bot AI library exported functions
typedef struct botlib_import_s
{
//print messages from the bot library
void (QDECL *Print)(int type, char *fmt, ...);
//trace a bbox through the world
void (*Trace)(bsp_trace_t *trace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int passent, int contentmask);
//trace a bbox against a specific entity
void (*EntityTrace)(bsp_trace_t *trace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int entnum, int contentmask);
//retrieve the contents at the given point
int (*PointContents)(vec3_t point);
//check if the point is in potential visible sight
int (*inPVS)(vec3_t p1, vec3_t p2);
//retrieve the BSP entity data lump
char *(*BSPEntityData)(void);
//
void (*BSPModelMinsMaxsOrigin)(int modelnum, vec3_t angles, vec3_t mins, vec3_t maxs, vec3_t origin);
//send a bot client command
void (*BotClientCommand)(int client, char *command);
//memory allocation
void *(*GetMemory)(int size); // allocate from Zone
void (*FreeMemory)(void *ptr); // free memory from Zone
int (*AvailableMemory)(void); // available Zone memory
void *(*HunkAlloc)(int size); // allocate from hunk
//file system access
int (*FS_FOpenFile)( const char *qpath, fileHandle_t *file, fsMode_t mode );
int (*FS_Read)( void *buffer, int len, fileHandle_t f );
int (*FS_Write)( const void *buffer, int len, fileHandle_t f );
void (*FS_FCloseFile)( fileHandle_t f );
int (*FS_Seek)( fileHandle_t f, long offset, int origin );
//debug visualisation stuff
int (*DebugLineCreate)(void);
void (*DebugLineDelete)(int line);
void (*DebugLineShow)(int line, vec3_t start, vec3_t end, int color);
//
int (*DebugPolygonCreate)(int color, int numPoints, vec3_t *points);
void (*DebugPolygonDelete)(int id);
} botlib_import_t;
typedef struct aas_export_s
{
//-----------------------------------
// be_aas_entity.h
//-----------------------------------
void (*AAS_EntityInfo)(int entnum, struct aas_entityinfo_s *info);
//-----------------------------------
// be_aas_main.h
//-----------------------------------
int (*AAS_Initialized)(void);
void (*AAS_PresenceTypeBoundingBox)(int presencetype, vec3_t mins, vec3_t maxs);
float (*AAS_Time)(void);
//--------------------------------------------
// be_aas_sample.c
//--------------------------------------------
int (*AAS_PointAreaNum)(vec3_t point);
int (*AAS_PointReachabilityAreaIndex)( vec3_t point );
int (*AAS_TraceAreas)(vec3_t start, vec3_t end, int *areas, vec3_t *points, int maxareas);
int (*AAS_BBoxAreas)(vec3_t absmins, vec3_t absmaxs, int *areas, int maxareas);
int (*AAS_AreaInfo)( int areanum, struct aas_areainfo_s *info );
//--------------------------------------------
// be_aas_bspq3.c
//--------------------------------------------
int (*AAS_PointContents)(vec3_t point);
int (*AAS_NextBSPEntity)(int ent);
int (*AAS_ValueForBSPEpairKey)(int ent, char *key, char *value, int size);
int (*AAS_VectorForBSPEpairKey)(int ent, char *key, vec3_t v);
int (*AAS_FloatForBSPEpairKey)(int ent, char *key, float *value);
int (*AAS_IntForBSPEpairKey)(int ent, char *key, int *value);
//--------------------------------------------
// be_aas_reach.c
//--------------------------------------------
int (*AAS_AreaReachability)(int areanum);
//--------------------------------------------
// be_aas_route.c
//--------------------------------------------
int (*AAS_AreaTravelTimeToGoalArea)(int areanum, vec3_t origin, int goalareanum, int travelflags);
int (*AAS_EnableRoutingArea)(int areanum, int enable);
int (*AAS_PredictRoute)(struct aas_predictroute_s *route, int areanum, vec3_t origin,
int goalareanum, int travelflags, int maxareas, int maxtime,
int stopevent, int stopcontents, int stoptfl, int stopareanum);
//--------------------------------------------
// be_aas_altroute.c
//--------------------------------------------
int (*AAS_AlternativeRouteGoals)(vec3_t start, int startareanum, vec3_t goal, int goalareanum, int travelflags,
struct aas_altroutegoal_s *altroutegoals, int maxaltroutegoals,
int type);
//--------------------------------------------
// be_aas_move.c
//--------------------------------------------
int (*AAS_Swimming)(vec3_t origin);
int (*AAS_PredictClientMovement)(struct aas_clientmove_s *move,
int entnum, vec3_t origin,
int presencetype, int onground,
vec3_t velocity, vec3_t cmdmove,
int cmdframes,
int maxframes, float frametime,
int stopevent, int stopareanum, int visualize);
} aas_export_t;
typedef struct ea_export_s
{
//ClientCommand elementary actions
void (*EA_Command)(int client, char *command );
void (*EA_Say)(int client, char *str);
void (*EA_SayTeam)(int client, char *str);
//
void (*EA_Action)(int client, int action);
void (*EA_Gesture)(int client);
void (*EA_Talk)(int client);
void (*EA_Attack)(int client);
void (*EA_Use)(int client);
void (*EA_Respawn)(int client);
void (*EA_MoveUp)(int client);
void (*EA_MoveDown)(int client);
void (*EA_MoveForward)(int client);
void (*EA_MoveBack)(int client);
void (*EA_MoveLeft)(int client);
void (*EA_MoveRight)(int client);
void (*EA_Crouch)(int client);
void (*EA_SelectWeapon)(int client, int weapon);
void (*EA_Jump)(int client);
void (*EA_DelayedJump)(int client);
void (*EA_Move)(int client, vec3_t dir, float speed);
void (*EA_View)(int client, vec3_t viewangles);
//send regular input to the server
void (*EA_EndRegular)(int client, float thinktime);
void (*EA_GetInput)(int client, float thinktime, bot_input_t *input);
void (*EA_ResetInput)(int client);
} ea_export_t;
typedef struct ai_export_s
{
//-----------------------------------
// be_ai_char.h
//-----------------------------------
int (*BotLoadCharacter)(char *charfile, float skill);
void (*BotFreeCharacter)(int character);
float (*Characteristic_Float)(int character, int index);
float (*Characteristic_BFloat)(int character, int index, float min, float max);
int (*Characteristic_Integer)(int character, int index);
int (*Characteristic_BInteger)(int character, int index, int min, int max);
void (*Characteristic_String)(int character, int index, char *buf, int size);
//-----------------------------------
// be_ai_chat.h
//-----------------------------------
int (*BotAllocChatState)(void);
void (*BotFreeChatState)(int handle);
void (*BotQueueConsoleMessage)(int chatstate, int type, char *message);
void (*BotRemoveConsoleMessage)(int chatstate, int handle);
int (*BotNextConsoleMessage)(int chatstate, struct bot_consolemessage_s *cm);
int (*BotNumConsoleMessages)(int chatstate);
void (*BotInitialChat)(int chatstate, char *type, int mcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7);
int (*BotNumInitialChats)(int chatstate, char *type);
int (*BotReplyChat)(int chatstate, char *message, int mcontext, int vcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7);
int (*BotChatLength)(int chatstate);
void (*BotEnterChat)(int chatstate, int client, int sendto);
void (*BotGetChatMessage)(int chatstate, char *buf, int size);
int (*StringContains)(char *str1, char *str2, int casesensitive);
int (*BotFindMatch)(char *str, struct bot_match_s *match, unsigned long int context);
void (*BotMatchVariable)(struct bot_match_s *match, int variable, char *buf, int size);
void (*UnifyWhiteSpaces)(char *string);
void (*BotReplaceSynonyms)(char *string, unsigned long int context);
int (*BotLoadChatFile)(int chatstate, char *chatfile, char *chatname);
void (*BotSetChatGender)(int chatstate, int gender);
void (*BotSetChatName)(int chatstate, char *name, int client);
//-----------------------------------
// be_ai_goal.h
//-----------------------------------
void (*BotResetGoalState)(int goalstate);
void (*BotResetAvoidGoals)(int goalstate);
void (*BotRemoveFromAvoidGoals)(int goalstate, int number);
void (*BotPushGoal)(int goalstate, struct bot_goal_s *goal);
void (*BotPopGoal)(int goalstate);
void (*BotEmptyGoalStack)(int goalstate);
void (*BotDumpAvoidGoals)(int goalstate);
void (*BotDumpGoalStack)(int goalstate);
void (*BotGoalName)(int number, char *name, int size);
int (*BotGetTopGoal)(int goalstate, struct bot_goal_s *goal);
int (*BotGetSecondGoal)(int goalstate, struct bot_goal_s *goal);
int (*BotChooseLTGItem)(int goalstate, vec3_t origin, int *inventory, int travelflags);
int (*BotChooseNBGItem)(int goalstate, vec3_t origin, int *inventory, int travelflags,
struct bot_goal_s *ltg, float maxtime);
int (*BotTouchingGoal)(vec3_t origin, struct bot_goal_s *goal);
int (*BotItemGoalInVisButNotVisible)(int viewer, vec3_t eye, vec3_t viewangles, struct bot_goal_s *goal);
int (*BotGetLevelItemGoal)(int index, char *classname, struct bot_goal_s *goal);
int (*BotGetNextCampSpotGoal)(int num, struct bot_goal_s *goal);
int (*BotGetMapLocationGoal)(char *name, struct bot_goal_s *goal);
float (*BotAvoidGoalTime)(int goalstate, int number);
void (*BotSetAvoidGoalTime)(int goalstate, int number, float avoidtime);
void (*BotInitLevelItems)(void);
void (*BotUpdateEntityItems)(void);
int (*BotLoadItemWeights)(int goalstate, char *filename);
void (*BotFreeItemWeights)(int goalstate);
void (*BotInterbreedGoalFuzzyLogic)(int parent1, int parent2, int child);
void (*BotSaveGoalFuzzyLogic)(int goalstate, char *filename);
void (*BotMutateGoalFuzzyLogic)(int goalstate, float range);
int (*BotAllocGoalState)(int client);
void (*BotFreeGoalState)(int handle);
//-----------------------------------
// be_ai_move.h
//-----------------------------------
void (*BotResetMoveState)(int movestate);
void (*BotMoveToGoal)(struct bot_moveresult_s *result, int movestate, struct bot_goal_s *goal, int travelflags);
int (*BotMoveInDirection)(int movestate, vec3_t dir, float speed, int type);
void (*BotResetAvoidReach)(int movestate);
void (*BotResetLastAvoidReach)(int movestate);
int (*BotReachabilityArea)(vec3_t origin, int testground);
int (*BotMovementViewTarget)(int movestate, struct bot_goal_s *goal, int travelflags, float lookahead, vec3_t target);
int (*BotPredictVisiblePosition)(vec3_t origin, int areanum, struct bot_goal_s *goal, int travelflags, vec3_t target);
int (*BotAllocMoveState)(void);
void (*BotFreeMoveState)(int handle);
void (*BotInitMoveState)(int handle, struct bot_initmove_s *initmove);
void (*BotAddAvoidSpot)(int movestate, vec3_t origin, float radius, int type);
//-----------------------------------
// be_ai_weap.h
//-----------------------------------
int (*BotChooseBestFightWeapon)(int weaponstate, int *inventory);
void (*BotGetWeaponInfo)(int weaponstate, int weapon, struct weaponinfo_s *weaponinfo);
int (*BotLoadWeaponWeights)(int weaponstate, char *filename);
int (*BotAllocWeaponState)(void);
void (*BotFreeWeaponState)(int weaponstate);
void (*BotResetWeaponState)(int weaponstate);
//-----------------------------------
// be_ai_gen.h
//-----------------------------------
int (*GeneticParentsAndChildSelection)(int numranks, float *ranks, int *parent1, int *parent2, int *child);
} ai_export_t;
//bot AI library imported functions
typedef struct botlib_export_s
{
//Area Awareness System functions
aas_export_t aas;
//Elementary Action functions
ea_export_t ea;
//AI functions
ai_export_t ai;
//setup the bot library, returns BLERR_
int (*BotLibSetup)(void);
//shutdown the bot library, returns BLERR_
int (*BotLibShutdown)(void);
//sets a library variable returns BLERR_
int (*BotLibVarSet)(char *var_name, char *value);
//gets a library variable returns BLERR_
int (*BotLibVarGet)(char *var_name, char *value, int size);
//sets a C-like define returns BLERR_
int (*PC_AddGlobalDefine)(char *string);
int (*PC_LoadSourceHandle)(const char *filename);
int (*PC_FreeSourceHandle)(int handle);
int (*PC_ReadTokenHandle)(int handle, pc_token_t *pc_token);
int (*PC_SourceFileAndLine)(int handle, char *filename, int *line);
//start a frame in the bot library
int (*BotLibStartFrame)(float time);
//load a new map in the bot library
int (*BotLibLoadMap)(const char *mapname);
//entity updates
int (*BotLibUpdateEntity)(int ent, bot_entitystate_t *state);
//just for testing
int (*Test)(int parm0, char *parm1, vec3_t parm2, vec3_t parm3);
} botlib_export_t;
//linking of bot library
botlib_export_t *GetBotLibAPI( int apiVersion, botlib_import_t *import );
/* Library variables:
name: default: module(s): description:
"basedir" "" l_utils.c base directory
"gamedir" "" l_utils.c game directory
"cddir" "" l_utils.c CD directory
"log" "0" l_log.c enable/disable creating a log file
"maxclients" "4" be_interface.c maximum number of clients
"maxentities" "1024" be_interface.c maximum number of entities
"bot_developer" "0" be_interface.c bot developer mode
"phys_friction" "6" be_aas_move.c ground friction
"phys_stopspeed" "100" be_aas_move.c stop speed
"phys_gravity" "800" be_aas_move.c gravity value
"phys_waterfriction" "1" be_aas_move.c water friction
"phys_watergravity" "400" be_aas_move.c gravity in water
"phys_maxvelocity" "320" be_aas_move.c maximum velocity
"phys_maxwalkvelocity" "320" be_aas_move.c maximum walk velocity
"phys_maxcrouchvelocity" "100" be_aas_move.c maximum crouch velocity
"phys_maxswimvelocity" "150" be_aas_move.c maximum swim velocity
"phys_walkaccelerate" "10" be_aas_move.c walk acceleration
"phys_airaccelerate" "1" be_aas_move.c air acceleration
"phys_swimaccelerate" "4" be_aas_move.c swim acceleration
"phys_maxstep" "18" be_aas_move.c maximum step height
"phys_maxsteepness" "0.7" be_aas_move.c maximum floor steepness
"phys_maxbarrier" "32" be_aas_move.c maximum barrier height
"phys_maxwaterjump" "19" be_aas_move.c maximum waterjump height
"phys_jumpvel" "270" be_aas_move.c jump z velocity
"phys_falldelta5" "40" be_aas_move.c
"phys_falldelta10" "60" be_aas_move.c
"rs_waterjump" "400" be_aas_move.c
"rs_teleport" "50" be_aas_move.c
"rs_barrierjump" "100" be_aas_move.c
"rs_startcrouch" "300" be_aas_move.c
"rs_startgrapple" "500" be_aas_move.c
"rs_startwalkoffledge" "70" be_aas_move.c
"rs_startjump" "300" be_aas_move.c
"rs_rocketjump" "500" be_aas_move.c
"rs_bfgjump" "500" be_aas_move.c
"rs_jumppad" "250" be_aas_move.c
"rs_aircontrolledjumppad" "300" be_aas_move.c
"rs_funcbob" "300" be_aas_move.c
"rs_startelevator" "50" be_aas_move.c
"rs_falldamage5" "300" be_aas_move.c
"rs_falldamage10" "500" be_aas_move.c
"rs_maxjumpfallheight" "450" be_aas_move.c
"max_aaslinks" "4096" be_aas_sample.c maximum links in the AAS
"max_routingcache" "4096" be_aas_route.c maximum routing cache size in KB
"forceclustering" "0" be_aas_main.c force recalculation of clusters
"forcereachability" "0" be_aas_main.c force recalculation of reachabilities
"forcewrite" "0" be_aas_main.c force writing of aas file
"aasoptimize" "0" be_aas_main.c enable aas optimization
"sv_mapChecksum" "0" be_aas_main.c BSP file checksum
"bot_visualizejumppads" "0" be_aas_reach.c visualize jump pads
"bot_reloadcharacters" "0" - reload bot character files
"ai_gametype" "0" be_ai_goal.c game type
"droppedweight" "1000" be_ai_goal.c additional dropped item weight
"weapindex_rocketlauncher" "5" be_ai_move.c rl weapon index for rocket jumping
"weapindex_bfg10k" "9" be_ai_move.c bfg weapon index for bfg jumping
"weapindex_grapple" "10" be_ai_move.c grapple weapon index for grappling
"entitytypemissile" "3" be_ai_move.c ET_MISSILE
"offhandgrapple" "0" be_ai_move.c enable off hand grapple hook
"cmd_grappleon" "grappleon" be_ai_move.c command to activate off hand grapple
"cmd_grappleoff" "grappleoff" be_ai_move.c command to deactivate off hand grapple
"itemconfig" "items.c" be_ai_goal.c item configuration file
"weaponconfig" "weapons.c" be_ai_weap.c weapon configuration file
"synfile" "syn.c" be_ai_chat.c file with synonyms
"rndfile" "rnd.c" be_ai_chat.c file with random strings
"matchfile" "match.c" be_ai_chat.c file with match strings
"nochat" "0" be_ai_chat.c disable chats
"max_messages" "1024" be_ai_chat.c console message heap size
"max_weaponinfo" "32" be_ai_weap.c maximum number of weapon info
"max_projectileinfo" "32" be_ai_weap.c maximum number of projectile info
"max_iteminfo" "256" be_ai_goal.c maximum number of item info
"max_levelitems" "256" be_ai_goal.c maximum number of level items
*/

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@ -22,7 +22,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
//
// g_local.h -- local definitions for game module
#include "q_shared.h"
#include "../qcommon/q_shared.h"
#include "bg_public.h"
#include "g_public.h"

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@ -1,80 +0,0 @@
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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.
Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// This file must be identical in the quake and utils directories
// contents flags are seperate bits
// a given brush can contribute multiple content bits
// these definitions also need to be in q_shared.h!
#define CONTENTS_SOLID 1 // an eye is never valid in a solid
#define CONTENTS_LAVA 8
#define CONTENTS_SLIME 16
#define CONTENTS_WATER 32
#define CONTENTS_FOG 64
#define CONTENTS_NOTTEAM1 0x0080
#define CONTENTS_NOTTEAM2 0x0100
#define CONTENTS_NOBOTCLIP 0x0200
#define CONTENTS_AREAPORTAL 0x8000
#define CONTENTS_PLAYERCLIP 0x10000
#define CONTENTS_MONSTERCLIP 0x20000
//bot specific contents types
#define CONTENTS_TELEPORTER 0x40000
#define CONTENTS_JUMPPAD 0x80000
#define CONTENTS_CLUSTERPORTAL 0x100000
#define CONTENTS_DONOTENTER 0x200000
#define CONTENTS_BOTCLIP 0x400000
#define CONTENTS_MOVER 0x800000
#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
#define CONTENTS_BODY 0x2000000 // should never be on a brush, only in game
#define CONTENTS_CORPSE 0x4000000
#define CONTENTS_DETAIL 0x8000000 // brushes not used for the bsp
#define CONTENTS_STRUCTURAL 0x10000000 // brushes used for the bsp
#define CONTENTS_TRANSLUCENT 0x20000000 // don't consume surface fragments inside
#define CONTENTS_TRIGGER 0x40000000
#define CONTENTS_NODROP 0x80000000 // don't leave bodies or items (death fog, lava)
#define SURF_NODAMAGE 0x1 // never give falling damage
#define SURF_SLICK 0x2 // effects game physics
#define SURF_SKY 0x4 // lighting from environment map
#define SURF_LADDER 0x8
#define SURF_NOIMPACT 0x10 // don't make missile explosions
#define SURF_NOMARKS 0x20 // don't leave missile marks
#define SURF_FLESH 0x40 // make flesh sounds and effects
#define SURF_NODRAW 0x80 // don't generate a drawsurface at all
#define SURF_HINT 0x100 // make a primary bsp splitter
#define SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes
#define SURF_NOLIGHTMAP 0x400 // surface doesn't need a lightmap
#define SURF_POINTLIGHT 0x800 // generate lighting info at vertexes
#define SURF_METALSTEPS 0x1000 // clanking footsteps
#define SURF_NOSTEPS 0x2000 // no footstep sounds
#define SURF_NONSOLID 0x4000 // don't collide against curves with this set
#define SURF_LIGHTFILTER 0x8000 // act as a light filter during q3map -light
#define SURF_ALPHASHADOW 0x10000 // do per-pixel light shadow casting in q3map
#define SURF_NODLIGHT 0x20000 // don't dlight even if solid (solid lava, skies)
#define SURF_DUST 0x40000 // leave a dust trail when walking on this surface