mirror of
https://github.com/ioquake/ioq3.git
synced 2024-11-10 07:11:46 +00:00
05e8ab9538
* Updated TODO * Moved ChangeLog to root * Updated ChangeLog * s/Foobar/Quake III Arena Source Code/ * Biggest patch EVAR. I wonder how many mail boxes this will fill...
144 lines
6 KiB
C
144 lines
6 KiB
C
/*
|
|
===========================================================================
|
|
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 Quake III Arena source code; 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);
|
|
|