mirror of
https://github.com/ioquake/ioq3.git
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* 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:
parent
3ff42330e5
commit
3a2ad50406
98 changed files with 247 additions and 1030 deletions
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@ -31,15 +31,15 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*****************************************************************************/
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#include "g_local.h"
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#include "botlib.h"
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#include "be_aas.h"
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#include "be_ea.h"
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#include "be_ai_char.h"
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#include "be_ai_chat.h"
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#include "be_ai_gen.h"
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#include "be_ai_goal.h"
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#include "be_ai_move.h"
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#include "be_ai_weap.h"
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#include "../botlib/botlib.h"
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#include "../botlib/be_aas.h"
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#include "../botlib/be_ea.h"
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#include "../botlib/be_ai_char.h"
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#include "../botlib/be_ai_chat.h"
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#include "../botlib/be_ai_gen.h"
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#include "../botlib/be_ai_goal.h"
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#include "../botlib/be_ai_move.h"
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#include "../botlib/be_ai_weap.h"
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//
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#include "ai_main.h"
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#include "ai_dmq3.h"
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@ -31,15 +31,15 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*****************************************************************************/
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#include "g_local.h"
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#include "botlib.h"
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#include "be_aas.h"
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#include "be_ea.h"
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#include "be_ai_char.h"
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#include "be_ai_chat.h"
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#include "be_ai_gen.h"
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#include "be_ai_goal.h"
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#include "be_ai_move.h"
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#include "be_ai_weap.h"
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#include "../botlib/botlib.h"
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#include "../botlib/be_aas.h"
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#include "../botlib/be_ea.h"
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#include "../botlib/be_ai_char.h"
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#include "../botlib/be_ai_chat.h"
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#include "../botlib/be_ai_gen.h"
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#include "../botlib/be_ai_goal.h"
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#include "../botlib/be_ai_move.h"
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#include "../botlib/be_ai_weap.h"
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//
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#include "ai_main.h"
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#include "ai_dmq3.h"
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@ -31,15 +31,15 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*****************************************************************************/
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#include "g_local.h"
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#include "botlib.h"
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#include "be_aas.h"
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#include "be_ea.h"
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#include "be_ai_char.h"
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#include "be_ai_chat.h"
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#include "be_ai_gen.h"
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#include "be_ai_goal.h"
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#include "be_ai_move.h"
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#include "be_ai_weap.h"
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#include "../botlib/botlib.h"
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#include "../botlib/be_aas.h"
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#include "../botlib/be_ea.h"
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#include "../botlib/be_ai_char.h"
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#include "../botlib/be_ai_chat.h"
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#include "../botlib/be_ai_gen.h"
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#include "../botlib/be_ai_goal.h"
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#include "../botlib/be_ai_move.h"
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#include "../botlib/be_ai_weap.h"
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//
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#include "ai_main.h"
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#include "ai_dmq3.h"
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@ -56,7 +56,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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// for the voice chats
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#include "../../ui/menudef.h"
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//goal flag, see be_ai_goal.h for the other GFL_*
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//goal flag, see ../botlib/be_ai_goal.h for the other GFL_*
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#define GFL_AIR 128
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int numnodeswitches;
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@ -32,15 +32,15 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#include "g_local.h"
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#include "botlib.h"
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#include "be_aas.h"
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#include "be_ea.h"
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#include "be_ai_char.h"
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#include "be_ai_chat.h"
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#include "be_ai_gen.h"
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#include "be_ai_goal.h"
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#include "be_ai_move.h"
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#include "be_ai_weap.h"
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#include "../botlib/botlib.h"
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#include "../botlib/be_aas.h"
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#include "../botlib/be_ea.h"
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#include "../botlib/be_ai_char.h"
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#include "../botlib/be_ai_chat.h"
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#include "../botlib/be_ai_gen.h"
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#include "../botlib/be_ai_goal.h"
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#include "../botlib/be_ai_move.h"
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#include "../botlib/be_ai_weap.h"
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//
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#include "ai_main.h"
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#include "ai_dmq3.h"
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@ -32,16 +32,16 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#include "g_local.h"
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#include "q_shared.h"
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#include "botlib.h" //bot lib interface
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#include "be_aas.h"
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#include "be_ea.h"
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#include "be_ai_char.h"
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#include "be_ai_chat.h"
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#include "be_ai_gen.h"
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#include "be_ai_goal.h"
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#include "be_ai_move.h"
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#include "be_ai_weap.h"
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#include "../qcommon/q_shared.h"
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#include "../botlib/botlib.h" //bot lib interface
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#include "../botlib/be_aas.h"
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#include "../botlib/be_ea.h"
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#include "../botlib/be_ai_char.h"
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#include "../botlib/be_ai_chat.h"
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#include "../botlib/be_ai_gen.h"
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#include "../botlib/be_ai_goal.h"
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#include "../botlib/be_ai_move.h"
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#include "../botlib/be_ai_weap.h"
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//
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#include "ai_main.h"
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#include "ai_dmq3.h"
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@ -31,15 +31,15 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*****************************************************************************/
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#include "g_local.h"
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#include "botlib.h"
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#include "be_aas.h"
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#include "be_ea.h"
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#include "be_ai_char.h"
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#include "be_ai_chat.h"
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#include "be_ai_gen.h"
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#include "be_ai_goal.h"
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#include "be_ai_move.h"
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#include "be_ai_weap.h"
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#include "../botlib/botlib.h"
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#include "../botlib/be_aas.h"
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#include "../botlib/be_ea.h"
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#include "../botlib/be_ai_char.h"
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#include "../botlib/be_ai_chat.h"
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#include "../botlib/be_ai_gen.h"
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#include "../botlib/be_ai_goal.h"
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#include "../botlib/be_ai_move.h"
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#include "../botlib/be_ai_weap.h"
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//
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#include "ai_main.h"
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#include "ai_dmq3.h"
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@ -31,15 +31,15 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*****************************************************************************/
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#include "g_local.h"
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#include "botlib.h"
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#include "be_aas.h"
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#include "be_ea.h"
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#include "be_ai_char.h"
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#include "be_ai_chat.h"
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#include "be_ai_gen.h"
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#include "be_ai_goal.h"
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#include "be_ai_move.h"
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#include "be_ai_weap.h"
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#include "../botlib/botlib.h"
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#include "../botlib/be_aas.h"
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#include "../botlib/be_ea.h"
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#include "../botlib/be_ai_char.h"
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#include "../botlib/be_ai_chat.h"
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#include "../botlib/be_ai_gen.h"
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#include "../botlib/be_ai_goal.h"
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#include "../botlib/be_ai_move.h"
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#include "../botlib/be_ai_weap.h"
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//
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#include "ai_main.h"
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#include "ai_dmq3.h"
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@ -1,221 +0,0 @@
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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/*****************************************************************************
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* name: be_aas.h
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*
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* desc: Area Awareness System, stuff exported to the AI
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*
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* $Archive: /source/code/botlib/be_aas.h $
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*
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*****************************************************************************/
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#ifndef MAX_STRINGFIELD
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#define MAX_STRINGFIELD 80
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#endif
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//travel flags
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#define TFL_INVALID 0x00000001 //traveling temporary not possible
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#define TFL_WALK 0x00000002 //walking
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#define TFL_CROUCH 0x00000004 //crouching
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#define TFL_BARRIERJUMP 0x00000008 //jumping onto a barrier
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#define TFL_JUMP 0x00000010 //jumping
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#define TFL_LADDER 0x00000020 //climbing a ladder
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#define TFL_WALKOFFLEDGE 0x00000080 //walking of a ledge
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#define TFL_SWIM 0x00000100 //swimming
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#define TFL_WATERJUMP 0x00000200 //jumping out of the water
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#define TFL_TELEPORT 0x00000400 //teleporting
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#define TFL_ELEVATOR 0x00000800 //elevator
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#define TFL_ROCKETJUMP 0x00001000 //rocket jumping
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#define TFL_BFGJUMP 0x00002000 //bfg jumping
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#define TFL_GRAPPLEHOOK 0x00004000 //grappling hook
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#define TFL_DOUBLEJUMP 0x00008000 //double jump
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#define TFL_RAMPJUMP 0x00010000 //ramp jump
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#define TFL_STRAFEJUMP 0x00020000 //strafe jump
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#define TFL_JUMPPAD 0x00040000 //jump pad
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#define TFL_AIR 0x00080000 //travel through air
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#define TFL_WATER 0x00100000 //travel through water
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#define TFL_SLIME 0x00200000 //travel through slime
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#define TFL_LAVA 0x00400000 //travel through lava
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#define TFL_DONOTENTER 0x00800000 //travel through donotenter area
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#define TFL_FUNCBOB 0x01000000 //func bobbing
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#define TFL_FLIGHT 0x02000000 //flight
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#define TFL_BRIDGE 0x04000000 //move over a bridge
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//
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#define TFL_NOTTEAM1 0x08000000 //not team 1
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#define TFL_NOTTEAM2 0x10000000 //not team 2
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//default travel flags
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#define TFL_DEFAULT TFL_WALK|TFL_CROUCH|TFL_BARRIERJUMP|\
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TFL_JUMP|TFL_LADDER|\
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TFL_WALKOFFLEDGE|TFL_SWIM|TFL_WATERJUMP|\
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TFL_TELEPORT|TFL_ELEVATOR|\
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TFL_AIR|TFL_WATER|TFL_JUMPPAD|TFL_FUNCBOB
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typedef enum
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{
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SOLID_NOT, // no interaction with other objects
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SOLID_TRIGGER, // only touch when inside, after moving
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SOLID_BBOX, // touch on edge
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SOLID_BSP // bsp clip, touch on edge
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} solid_t;
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//a trace is returned when a box is swept through the AAS world
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typedef struct aas_trace_s
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{
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qboolean startsolid; // if true, the initial point was in a solid area
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float fraction; // time completed, 1.0 = didn't hit anything
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vec3_t endpos; // final position
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int ent; // entity blocking the trace
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int lastarea; // last area the trace was in (zero if none)
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int area; // area blocking the trace (zero if none)
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int planenum; // number of the plane that was hit
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} aas_trace_t;
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/* Defined in botlib.h
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//bsp_trace_t hit surface
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typedef struct bsp_surface_s
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{
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char name[16];
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int flags;
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int value;
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} bsp_surface_t;
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//a trace is returned when a box is swept through the BSP world
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typedef struct bsp_trace_s
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{
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qboolean allsolid; // if true, plane is not valid
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qboolean startsolid; // if true, the initial point was in a solid area
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float fraction; // time completed, 1.0 = didn't hit anything
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vec3_t endpos; // final position
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cplane_t plane; // surface normal at impact
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float exp_dist; // expanded plane distance
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int sidenum; // number of the brush side hit
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bsp_surface_t surface; // hit surface
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int contents; // contents on other side of surface hit
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int ent; // number of entity hit
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} bsp_trace_t;
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//
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*/
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//entity info
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typedef struct aas_entityinfo_s
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{
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int valid; // true if updated this frame
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int type; // entity type
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int flags; // entity flags
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float ltime; // local time
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float update_time; // time between last and current update
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int number; // number of the entity
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vec3_t origin; // origin of the entity
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vec3_t angles; // angles of the model
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vec3_t old_origin; // for lerping
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vec3_t lastvisorigin; // last visible origin
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vec3_t mins; // bounding box minimums
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vec3_t maxs; // bounding box maximums
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int groundent; // ground entity
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int solid; // solid type
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int modelindex; // model used
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int modelindex2; // weapons, CTF flags, etc
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int frame; // model frame number
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int event; // impulse events -- muzzle flashes, footsteps, etc
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int eventParm; // even parameter
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int powerups; // bit flags
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int weapon; // determines weapon and flash model, etc
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int legsAnim; // mask off ANIM_TOGGLEBIT
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int torsoAnim; // mask off ANIM_TOGGLEBIT
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} aas_entityinfo_t;
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// area info
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typedef struct aas_areainfo_s
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{
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int contents;
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int flags;
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int presencetype;
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int cluster;
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vec3_t mins;
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vec3_t maxs;
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vec3_t center;
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} aas_areainfo_t;
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// client movement prediction stop events, stop as soon as:
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#define SE_NONE 0
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#define SE_HITGROUND 1 // the ground is hit
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#define SE_LEAVEGROUND 2 // there's no ground
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#define SE_ENTERWATER 4 // water is entered
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#define SE_ENTERSLIME 8 // slime is entered
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#define SE_ENTERLAVA 16 // lava is entered
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#define SE_HITGROUNDDAMAGE 32 // the ground is hit with damage
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#define SE_GAP 64 // there's a gap
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#define SE_TOUCHJUMPPAD 128 // touching a jump pad area
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#define SE_TOUCHTELEPORTER 256 // touching teleporter
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#define SE_ENTERAREA 512 // the given stoparea is entered
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#define SE_HITGROUNDAREA 1024 // a ground face in the area is hit
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#define SE_HITBOUNDINGBOX 2048 // hit the specified bounding box
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#define SE_TOUCHCLUSTERPORTAL 4096 // touching a cluster portal
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typedef struct aas_clientmove_s
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{
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vec3_t endpos; //position at the end of movement prediction
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int endarea; //area at end of movement prediction
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vec3_t velocity; //velocity at the end of movement prediction
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aas_trace_t trace; //last trace
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int presencetype; //presence type at end of movement prediction
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int stopevent; //event that made the prediction stop
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int endcontents; //contents at the end of movement prediction
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float time; //time predicted ahead
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int frames; //number of frames predicted ahead
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} aas_clientmove_t;
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// alternate route goals
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#define ALTROUTEGOAL_ALL 1
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#define ALTROUTEGOAL_CLUSTERPORTALS 2
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#define ALTROUTEGOAL_VIEWPORTALS 4
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typedef struct aas_altroutegoal_s
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{
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vec3_t origin;
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int areanum;
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unsigned short starttraveltime;
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unsigned short goaltraveltime;
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unsigned short extratraveltime;
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} aas_altroutegoal_t;
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// route prediction stop events
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#define RSE_NONE 0
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#define RSE_NOROUTE 1 //no route to goal
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#define RSE_USETRAVELTYPE 2 //stop as soon as on of the given travel types is used
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#define RSE_ENTERCONTENTS 4 //stop when entering the given contents
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#define RSE_ENTERAREA 8 //stop when entering the given area
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typedef struct aas_predictroute_s
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{
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vec3_t endpos; //position at the end of movement prediction
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int endarea; //area at end of movement prediction
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int stopevent; //event that made the prediction stop
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int endcontents; //contents at the end of movement prediction
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int endtravelflags; //end travel flags
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int numareas; //number of areas predicted ahead
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int time; //time predicted ahead (in hundreth of a sec)
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} aas_predictroute_t;
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@ -1,48 +0,0 @@
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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||||
|
||||
This file is part of Quake III Arena source code.
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||||
|
||||
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);
|
|
@ -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);
|
||||
|
|
@ -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);
|
|
@ -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);
|
|
@ -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);
|
||||
|
|
@ -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);
|
|
@ -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);
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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"
|
||||
|
||||
|
|
|
@ -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"
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
*/
|
||||
|
|
@ -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"
|
||||
|
||||
|
|
1307
code/game/q_math.c
1307
code/game/q_math.c
File diff suppressed because it is too large
Load diff
1252
code/game/q_shared.c
1252
code/game/q_shared.c
File diff suppressed because it is too large
Load diff
1456
code/game/q_shared.h
1456
code/game/q_shared.h
File diff suppressed because it is too large
Load diff
|
@ -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
|
Loading…
Add table
Add a link
Reference in a new issue