jedi-outcast/code/game/b_local.h

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2013-04-04 14:52:42 +00:00
//B_local.h
//re-added by MCG
#ifndef __B_LOCAL_H__
#define __B_LOCAL_H__
#include "g_local.h"
#include "say.h"
#include "AI.h"
#define AI_TIMERS 0//turn on to see print-outs of AI/nav timing
//
// Navigation susbsystem
//
#define NAVF_DUCK 0x00000001
#define NAVF_JUMP 0x00000002
#define NAVF_HOLD 0x00000004
#define NAVF_SLOW 0x00000008
#define DEBUG_LEVEL_DETAIL 4
#define DEBUG_LEVEL_INFO 3
#define DEBUG_LEVEL_WARNING 2
#define DEBUG_LEVEL_ERROR 1
#define DEBUG_LEVEL_NONE 0
#define MAX_GOAL_REACHED_DIST_SQUARED 256//16 squared
#define MIN_ANGLE_ERROR 0.01f
//
// NPC.cpp
//
// ai debug cvars
void SetNPCGlobals( gentity_t *ent );
void SaveNPCGlobals();
void RestoreNPCGlobals();
extern cvar_t *debugNPCAI; // used to print out debug info about the NPC AI
extern cvar_t *debugNPCFreeze; // set to disable NPC ai and temporarily freeze them in place
extern cvar_t *debugNPCAimingBeam;
extern cvar_t *debugBreak;
extern cvar_t *debugNoRoam;
extern cvar_t *debugNPCName;
extern cvar_t *d_JediAI;
extern cvar_t *d_saberCombat;
extern void NPC_Think ( gentity_t *self);
//NPC_reactions.cpp
extern void NPC_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, vec3_t point, int damage, int mod ,int hitLoc);
extern void NPC_Touch( gentity_t *self, gentity_t *other, trace_t *trace );
extern void NPC_Use( gentity_t *self, gentity_t *other, gentity_t *activator );
extern float NPC_GetPainChance( gentity_t *self, int damage );
//
// NPC_misc.cpp
//
extern void Debug_Printf( cvar_t *cv, int level, char *fmt, ... );
extern void Debug_NPCPrintf( gentity_t *printNPC, cvar_t *cv, int debugLevel, char *fmt, ... );
//MCG - Begin============================================================
//NPC_ai variables - shared by NPC.cpp andf the following modules
extern gentity_t *NPC;
extern gNPC_t *NPCInfo;
extern gclient_t *client;
extern usercmd_t ucmd;
extern visibility_t enemyVisibility;
//AI_Default
extern qboolean NPC_CheckInvestigate( int alertEventNum );
extern qboolean NPC_StandTrackAndShoot (gentity_t *NPC);
extern void NPC_BSIdle( void );
extern void NPC_BSPointShoot(qboolean shoot);
extern void NPC_BSStandGuard (void);
extern void NPC_BSPatrol (void);
extern void NPC_BSHuntAndKill (void);
extern void NPC_BSStandAndShoot (void);
extern void NPC_BSRunAndShoot (void);
extern void NPC_BSWait( void );
extern void NPC_BSDefault( void );
//NPC_behavior
extern void NPC_BSAdvanceFight (void);
extern void NPC_BSInvestigate (void);
extern void NPC_BSSleep( void );
extern void NPC_BSFlee (void);
extern void NPC_BSFollowLeader (void);
extern void NPC_BSJump (void);
extern void NPC_BSRemove (void);
extern void NPC_BSSearch (void);
extern void NPC_BSSearchStart (int homeWp, bState_t bState);
extern void NPC_BSWander (void);
extern void NPC_BSFlee( void );
extern void NPC_StartFlee( gentity_t *enemy, vec3_t dangerPoint, int dangerLevel, int fleeTimeMin, int fleeTimeMax );
extern void G_StartFlee( gentity_t *self, gentity_t *enemy, vec3_t dangerPoint, int dangerLevel, int fleeTimeMin, int fleeTimeMax );
//NPC_combat
extern int ChooseBestWeapon( void );
extern void NPC_ChangeWeapon( int newWeapon );
extern void ShootThink( void );
extern void WeaponThink( qboolean inCombat );
extern qboolean HaveWeapon( int weapon );
extern qboolean CanShoot ( gentity_t *ent, gentity_t *shooter );
extern void NPC_CheckPossibleEnemy( gentity_t *other, visibility_t vis );
extern gentity_t *NPC_PickEnemy (gentity_t *closestTo, int enemyTeam, qboolean checkVis, qboolean findPlayersFirst, qboolean findClosest);
extern gentity_t *NPC_CheckEnemy (qboolean findNew, qboolean tooFarOk, qboolean setEnemy = qtrue );
extern qboolean NPC_CheckAttack (float scale);
extern qboolean NPC_CheckDefend (float scale);
extern qboolean NPC_CheckCanAttack (float attack_scale, qboolean stationary);
extern int NPC_AttackDebounceForWeapon (void);
extern qboolean EntIsGlass (gentity_t *check);
extern qboolean ShotThroughGlass (trace_t *tr, gentity_t *target, vec3_t spot, int mask);
extern qboolean ValidEnemy (gentity_t *ent);
extern void G_ClearEnemy (gentity_t *self);
extern void G_SetEnemy (gentity_t *self, gentity_t *enemy);
extern gentity_t *NPC_PickAlly ( qboolean facingEachOther, float range, qboolean ignoreGroup, qboolean movingOnly );
extern void NPC_LostEnemyDecideChase(void);
extern float NPC_MaxDistSquaredForWeapon( void );
extern qboolean NPC_EvaluateShot( int hit, qboolean glassOK );
extern int NPC_ShotEntity( gentity_t *ent, vec3_t impactPos = NULL );
//NPC_formation
extern qboolean NPC_SlideMoveToGoal (void);
extern float NPC_FindClosestTeammate (gentity_t *self);
extern void NPC_CalcClosestFormationSpot(gentity_t *self);
extern void G_MaintainFormations (gentity_t *self);
extern void NPC_BSFormation (void);
extern void NPC_CreateFormation (gentity_t *self);
extern void NPC_DropFormation (gentity_t *self);
extern void NPC_ReorderFormation (gentity_t *self);
extern void NPC_InsertIntoFormation (gentity_t *self);
extern void NPC_DeleteFromFormation (gentity_t *self);
#define COLLISION_RADIUS 32
#define NUM_POSITIONS 30
//NPC spawnflags
#define SFB_SMALLHULL 1
#define SFB_RIFLEMAN 2
#define SFB_OLDBORG 2//Borg
#define SFB_PHASER 4
#define SFB_GUN 4//Borg
#define SFB_TRICORDER 8
#define SFB_TASER 8//Borg
#define SFB_DRILL 16//Borg
#define SFB_CINEMATIC 32
#define SFB_NOTSOLID 64
#define SFB_STARTINSOLID 128
//NPC_goal
extern void SetGoal( gentity_t *goal, float rating );
extern void NPC_SetGoal( gentity_t *goal, float rating );
extern void NPC_ClearGoal( void );
extern void NPC_ReachedGoal( void );
extern qboolean ReachedGoal( gentity_t *goal );
extern gentity_t *UpdateGoal( void );
extern qboolean NPC_ClearPathToGoal(vec3_t dir, gentity_t *goal);
extern qboolean NPC_MoveToGoal( qboolean tryStraight );
//NPC_reactions
//NPC_senses
#define ALERT_CLEAR_TIME 200
#define CHECK_PVS 1
#define CHECK_360 2
#define CHECK_FOV 4
#define CHECK_SHOOT 8
#define CHECK_VISRANGE 16
extern qboolean CanSee ( gentity_t *ent );
extern qboolean InFOV ( gentity_t *ent, gentity_t *from, int hFOV, int vFOV );
extern qboolean InFOV( vec3_t origin, gentity_t *from, int hFOV, int vFOV );
extern qboolean InFOV( vec3_t spot, vec3_t from, vec3_t fromAngles, int hFOV, int vFOV );
extern visibility_t NPC_CheckVisibility ( gentity_t *ent, int flags );
extern qboolean InVisrange ( gentity_t *ent );
//NPC_sounds
//extern void NPC_AngerSound(void);
//NPC_spawn
extern void NPC_Spawn( gentity_t *self );
//NPC_stats
extern int NPC_ReactionTime ( void );
extern qboolean NPC_ParseParms( const char *NPCName, gentity_t *NPC );
extern void NPC_LoadParms( void );
//NPC_utils
extern int teamNumbers[TEAM_NUM_TEAMS];
extern int teamStrength[TEAM_NUM_TEAMS];
extern int teamCounter[TEAM_NUM_TEAMS];
extern void CalcEntitySpot ( const gentity_t *ent, const spot_t spot, vec3_t point );
extern qboolean NPC_UpdateAngles ( qboolean doPitch, qboolean doYaw );
extern void NPC_UpdateShootAngles (vec3_t angles, qboolean doPitch, qboolean doYaw );
extern qboolean NPC_UpdateFiringAngles ( qboolean doPitch, qboolean doYaw );
extern void SetTeamNumbers (void);
extern qboolean G_ActivateBehavior (gentity_t *self, int bset );
extern void NPC_AimWiggle( vec3_t enemy_org );
extern void NPC_SetLookTarget( gentity_t *self, int entNum, int clearTime );
//g_nav.cpp
extern int NAV_FindClosestWaypointForEnt (gentity_t *ent, int targWp);
extern qboolean NAV_CheckAhead( gentity_t *self, vec3_t end, trace_t &trace, int clipmask );
//other modules
extern void CalcMuzzlePoint ( gentity_t *const ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint, float lead_in );
//g_combat
extern void ExplodeDeath( gentity_t *self );
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extern void ExplodeDeath_Wait( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath,int dFlags,int hitLoc );
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extern void GoExplodeDeath( gentity_t *self, gentity_t *other, gentity_t *activator);
extern float IdealDistance ( gentity_t *self );
//g_client
extern qboolean SpotWouldTelefrag( gentity_t *spot, team_t checkteam );
//g_squad
extern void NPC_SetSayState (gentity_t *self, gentity_t *to, int saying);
//g_utils
extern qboolean G_CheckInSolid (gentity_t *self, qboolean fix);
extern qboolean infront(gentity_t *from, gentity_t *to);
//MCG - End============================================================
// NPC.cpp
extern void NPC_SetAnim(gentity_t *ent,int type,int anim,int priority);
extern qboolean NPC_EnemyTooFar(gentity_t *enemy, float dist, qboolean toShoot);
// ==================================================================
inline qboolean NPC_ClearLOS( const vec3_t start, const vec3_t end )
{
return G_ClearLOS( NPC, start, end );
}
inline qboolean NPC_ClearLOS( const vec3_t end )
{
return G_ClearLOS( NPC, end );
}
inline qboolean NPC_ClearLOS( gentity_t *ent )
{
return G_ClearLOS( NPC, ent );
}
inline qboolean NPC_ClearLOS( const vec3_t start, gentity_t *ent )
{
return G_ClearLOS( NPC, start, ent );
}
inline qboolean NPC_ClearLOS( gentity_t *ent, const vec3_t end )
{
return G_ClearLOS( NPC, ent, end );
}
extern qboolean NPC_ClearShot( gentity_t *ent );
extern int NPC_FindCombatPoint( const vec3_t position, const vec3_t avoidPosition, vec3_t enemyPosition, const int flags, const float avoidDist, const int ignorePoint = -1 );
extern qboolean NPC_ReserveCombatPoint( int combatPointID );
extern qboolean NPC_FreeCombatPoint( int combatPointID, qboolean failed = qfalse );
extern qboolean NPC_SetCombatPoint( int combatPointID );
#define CP_ANY 0 //No flags
#define CP_COVER 0x00000001 //The enemy cannot currently shoot this position
#define CP_CLEAR 0x00000002 //This cover point has a clear shot to the enemy
#define CP_FLEE 0x00000004 //This cover point is marked as a flee point
#define CP_DUCK 0x00000008 //This cover point is marked as a duck point
#define CP_NEAREST 0x00000010 //Find the nearest combat point
#define CP_AVOID_ENEMY 0x00000020 //Avoid our enemy
#define CP_INVESTIGATE 0x00000040 //A special point worth enemy investigation if searching
#define CP_SQUAD 0x00000080 //Squad path
#define CP_AVOID 0x00000100 //Avoid supplied position
#define CP_APPROACH_ENEMY 0x00000200 //Try to get closer to enemy
#define CP_CLOSEST 0x00000400 //Take the closest combatPoint to the enemy that's available
#define CP_FLANK 0x00000800 //Pick a combatPoint behind the enemy
#define CP_HAS_ROUTE 0x00001000 //Pick a combatPoint that we have a route to
#define CP_SNIPE 0x00002000 //Pick a combatPoint that is marked as a sniper spot
#define CP_SAFE 0x00004000 //Pick a combatPoint that is not have dangerTime
#define CP_HORZ_DIST_COLL 0x00008000 //Collect combat points within *horizontal* dist
#define CP_NO_PVS 0x00010000 //A combat point out of the PVS of enemy pos
#define CP_RETREAT 0x00020000 //Try to get farther from enemy
#define CPF_NONE 0
#define CPF_DUCK 0x00000001
#define CPF_FLEE 0x00000002
#define CPF_INVESTIGATE 0x00000004
#define CPF_SQUAD 0x00000008
#define CPF_LEAN 0x00000010
#define CPF_SNIPE 0x00000020
#define MAX_COMBAT_POINT_CHECK 32
extern int NPC_ValidEnemy( gentity_t *ent );
extern int NPC_CheckEnemyExt( qboolean checkAlerts = qfalse );
extern qboolean NPC_FindPlayer( void );
extern qboolean NPC_CheckCanAttackExt( void );
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extern int NPC_CheckAlertEvents( qboolean checkSight, qboolean checkSound, int ignoreAlert = -1, qboolean mustHaveOwner = qfalse, int minAlertLevel = AEL_MINOR );
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extern qboolean NPC_CheckForDanger( int alertEvent );
extern void G_AlertTeam( gentity_t *victim, gentity_t *attacker, float radius, float soundDist );
extern int NPC_FindSquadPoint( vec3_t position );
extern void ClearPlayerAlertEvents( void );
extern qboolean G_BoundsOverlap(const vec3_t mins1, const vec3_t maxs1, const vec3_t mins2, const vec3_t maxs2);
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extern qboolean NAV_HitNavGoal( vec3_t point, vec3_t mins, vec3_t maxs, vec3_t dest, int radius, qboolean flying );
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extern void NPC_SetMoveGoal( gentity_t *ent, vec3_t point, int radius, qboolean isNavGoal = qfalse, int combatPoint = -1, gentity_t *targetEnt = NULL );
extern qboolean NAV_ClearPathToPoint(gentity_t *self, vec3_t pmins, vec3_t pmaxs, vec3_t point, int clipmask, int okToHitEnt );
extern void NPC_ApplyWeaponFireDelay(void);
//NPC_FaceXXX suite
extern qboolean NPC_FacePosition( vec3_t position, qboolean doPitch = qtrue );
extern qboolean NPC_FaceEntity( gentity_t *ent, qboolean doPitch = qtrue );
extern qboolean NPC_FaceEnemy( qboolean doPitch = qtrue );
extern BYTE G_AddBoltOn( gentity_t *NPC, const char *boltOnName );
//Skill level cvar
extern cvar_t *g_spskill;
#define NIF_NONE 0x00000000
#define NIF_FAILED 0x00000001 //failed to find a way to the goal
#define NIF_MACRO_NAV 0x00000002 //using macro navigation
#define NIF_COLLISION 0x00000004 //resolving collision with an entity
#define NIF_BLOCKED 0x00000008 //blocked from moving
/*
-------------------------
struct navInfo_s
-------------------------
*/
typedef struct navInfo_s
{
gentity_t *blocker;
vec3_t direction;
vec3_t pathDirection;
float distance;
trace_t trace;
int flags;
} navInfo_t;
extern int NAV_MoveToGoal( gentity_t *self, navInfo_t &info );
extern void NAV_GetLastMove( navInfo_t &info );
extern qboolean NAV_AvoidCollision( gentity_t *self, gentity_t *goal, navInfo_t &info );
#endif