game-source/fbxa/libfrikbot.h

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#include "Entity.h"
@class PLItem;
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@class Bot;
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@class Waypoint;
@class EditorState;
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struct bot_data_t {
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string name;
float pants, shirt;
};
typedef struct bot_data_t bot_data_t;
@interface Target: Entity
{
@public
Waypoint *current_way;
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int hold_select;
Target *_last;
EditorState *editor;
}
+(Target *)forEntity:(entity)e;
-(vector)realorigin;
-(vector)origin;
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-(int)canSee:(Target *)targ ignoring:(entity)ignore;
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-(void)setOrigin:(vector) org;
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-(int)recognizePlat:(int)flag;
-(int)ishuman;
-(int)priority:(Bot *)bot;
-(Waypoint *)findWaypoint:(Waypoint *)start;
-(float)searchTime;
-(void)setSearchTime:(float)st;
-(string)classname;
@end
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@interface Waypoint: Target
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{
@public
Waypoint *links[4];
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int flags;
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vector origin;
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int is_temp;
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int bot_bits;
int busy; //???
float distance;
Waypoint *enemy;
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float search_time;
Waypoint *chain;
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}
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+(void)loadFile:(string)path;
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+(void)clearAll;
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+(Waypoint *)waypointForNum:(int)num;
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+(void)fixWaypoints;
+(PLItem *)plist;
+(void)check:(Target *)ent;
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+(void)clearRouteTable;
+(void)clearMyRoute:(Bot *) bot;
+(Waypoint *)find:(vector)org radius:(float)rad;
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+(void)showAll;
+(void)hideAll;
-(void)deselect;
-(void)select;
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-(int)id;
-(id)init;
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-(id)initAt:(vector)org;
-(id)initFromEntity:(entity)ent;
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-(int)isLinkedTo:(Waypoint *)way;
-(int)linkWay:(Waypoint *)way;
-(int)teleLinkWay:(Waypoint *)way;
-(void)unlinkWay:(Waypoint *)way;
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-(void)followLink:(Waypoint *)e2 :(int)bBit;
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-(void)waypointThink;
-(void)clearLinks;
-(void)clearRoute;
-(void)clearRouteForBot:(Bot *)bot;
-(id)queueForThink;
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@end
@class Array;
@extern Array *waypoint_array;
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@interface Bot: Target
{
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@public
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int keys;
int buttons;
int impulse;
vector b_angle;
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vector mouse_emu;
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int wallhug;
int ishuman;
float b_frags; // for detecting score changes
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int b_clientno;
int b_clientflag;
float b_shirt;
float b_pants;
float ai_time;
float b_sound;
float missile_speed;
float portal_time;
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int b_skill;
float switch_wallhug;
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int b_aiflags;
int b_num;
float b_chattime;
float b_entertime;
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int route_failed;
int dyn_flags;
int dyn_plat;
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float dyn_time;
Waypoint *temp_way;
Waypoint *last_way;
Target *targets[4];
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entity avoid;
vector obs_dir;
vector b_dir;
vector dyn_dest;
vector punchangle;
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float teleport_time;
float portal_time;
}
- (id) init;
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- (id) initWithEntity: (entity) e named:(bot_data_t *)name skill:(int)skill;
- (id) initFromPlayer: (entity) e;
- (void) preThink;
- (void) postThink;
- (void) frame;
- (void) disconnect;
- (void) updateClient;
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- (void) releaseEditor;
@end
@interface Bot (Misc)
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+(bot_data_t *)name:(int)r;
+(bot_data_t *)randomName;
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-(int)fov:(entity)targ;
+(void)kick;
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-(void)add;
@end
@interface Bot (Move)
- (void)sendMove;
- (void)jump;
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- (int)canRJ;
- (int)recognizePlat: (int) flag;
- (int)keysForDir: (vector) sdir;
- (void)obstructed: (vector) whichway : (int) danger;
- (void)obstacles;
- (void)dodgeObstruction;
- (void)movetogoal;
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- (int)walkmove: (vector) weird;
- (void)roam;
@end
@interface Bot (AI)
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-(int)targetOnstack:(Target *)scot;
-(void)targetAdd:(Target *)e;
-(void)targetDrop:(Target *)e;
-(void)targetClearAll;
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-(void)lost:(Target *)targ :(int)success;
-(void)checkLost:(Target *)targ;
-(void)handleAI;
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-(void)path;
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-(void)lookForCrap:(int)scope;
-(void)angleSet;
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-(void)AI;
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-(int)priorityForThing:(Target *)thing;
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@end
@interface Bot (Fight)
-(float)sizePlayer:(Target *)targ;
-(void)dodgeStuff;
-(void)weaponSwitch:(float)brange;
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-(void)shoot;
-(void)fightStyle;
@end
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@interface Bot (Way)
-(void)deleteWaypoint:(Waypoint *)what;
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-(entity)findThing:(string)s;
-(Waypoint *)findRoute:(Waypoint *)lastone;
-(void)markPath:(Target *)this;
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-(void)getPath:(Target *)this :(int)direct;
-(int)beginRoute;
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-(void)spawnTempWaypoint:(vector)org;
-(void)dynamicWaypoint;
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-(int)canSee:(Target *)targ;
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@end
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@interface Bot (Chat)
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-(void)startTopic:(int)topic;
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-(void)say:(string)msg;
-(void)say2:(string)msg;
-(void)sayTeam:(string)msg;
-(void)sayInit;
-(void)chat;
@end
#define FALSE 0
#define TRUE 1
/* punchangle
* bot fake kick?
*/
@extern .vector punchangle; // HACK - Don't want to screw with bot_phys
// --------defines-----
// used for the physics & movement AI
#define KEY_MOVEUP 0x001
#define KEY_MOVEDOWN 0x002
#define KEY_MOVELEFT 0x004
#define KEY_MOVERIGHT 0x008
#define KEY_MOVEFORWARD 0x010
#define KEY_MOVEBACK 0x020
#define KEY_LOOKUP 0x040
#define KEY_LOOKDOWN 0x080
#define KEY_LOOKLEFT 0x100
#define KEY_LOOKRIGHT 0x200
#define KEY_LOOK (KEY_LOOKRIGHT|KEY_LOOKLEFT|KEY_LOOKDOWN|KEY_LOOKUP)
#define KEY_MOVE (KEY_MOVEBACK|KEY_MOVEFORWARD|KEY_MOVERIGHT\
|KEY_MOVELEFT|KEY_MOVEDOWN|KEY_MOVEUP)
// these are aiflags for waypoints
// some overlap to the bot
#define AI_TELELINK_1 0x00001 // link type
#define AI_TELELINK_2 0x00002 // link type
#define AI_TELELINK_3 0x00004 // link type
#define AI_TELELINK_4 0x00008 // link type
#define AI_DOORFLAG 0x00010 // read ahead
#define AI_PRECISION 0x00020 // read ahead + point
#define AI_SURFACE 0x00040 // point
#define AI_BLIND 0x00080 // read ahead + point
#define AI_JUMP 0x00100 // point + ignore
#define AI_DIRECTIONAL 0x00200 // read ahead + ignore
#define AI_PLAT_BOTTOM 0x00400 // read ahead
#define AI_RIDE_TRAIN 0x00800 // read ahead
#define AI_SUPER_JUMP 0x01000 // point + ignore + route test
#define AI_SNIPER 0x02000 // point type
#define AI_AMBUSH 0x04000 // point type
#define AI_DOOR_NO_OPEN 0x08000 // read ahead
#define AI_DIFFICULT 0x10000 // route test
#define AI_TRACE_TEST 0x20000 // route test
// addition masks
#define AI_POINT_TYPES (AI_AMBUSH|AI_SNIPER|AI_SUPER_JUMP|AI_JUMP\
|AI_BLIND|AI_SURFACE|AI_PRECISION)
#define AI_READAHEAD_TYPES (AI_DOOR_NO_OPEN|AI_RIDE_TRAIN|AI_PLAT_BOTTOM\
|AI_DIRECTIONAL)
#define AI_IGNORE_TYPES (AI_SUPER_JUMP|AI_DIRECTIONAL|AI_JUMP)
// these are flags for bots/players (dynamic/editor flags)
#define AI_OBSTRUCTED 1
#define AI_HOLD_SELECT 2
#define AI_ROUTE_FAILED 2
#define AI_WAIT 4
#define AI_DANGER 8
#define WM_UNINIT 0
#define WM_DYNAMIC 1
#define WM_LOADING 2
#define WM_LOADED 3
// editor modes aren't available in QW, but we retain support of them
// since the editor is still built into the AI in places
#define WM_EDITOR 4
#define WM_EDITOR_DYNAMIC 5
#define WM_EDITOR_DYNLINK 6
#define OPT_NOCHAT 2
// -------globals-----
@extern Bot *players[32];
@extern float real_frametime;
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@extern float bot_count, b_options;
@extern float lasttime;
@extern float waypoint_mode;
@extern float dump_mode;
@extern float direct_route;
@extern float sv_gravity;
@extern Bot *route_table;
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@extern int busy_waypoints;
@extern float coop;
// -------ProtoTypes------
// external, in main code
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@extern Bot *BotConnect (int whatbot, int whatskill);
@extern void() ClientConnect;
@extern void() ClientDisconnect;
@extern void() SetNewParms;
// rankings
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@extern int (entity e) ClientNumber;
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@extern void(vector org, vector bit1, int bit4, int flargs) make_way;
@extern void () map_dm1;
@extern void () map_dm2;
@extern void () map_dm3;
@extern void () map_dm4;
@extern void () map_dm5;
@extern void () map_dm6;
// ai & misc
@extern Array *bot_array;
@extern float(float y1, float y2) angcomp;
@extern float(entity ent, entity targ, vector targ_origin) sisible;
@extern vector(entity ent) realorigin;
@extern float(float v) frik_anglemod;
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@extern void DeveloperLightning(Waypoint *e1, Waypoint *e2, int flag);
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/*
angles is pitch yaw roll
move is forward right up
*/
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@extern void (entity cl, float sec, vector angles, vector move, int buttons, int impulse) SV_UserCmd;
@extern void () Break;
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@extern string (int i) itos;
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@extern int bot_way_linker;
@extern int bot_move_linker;
@extern int bot_chat_linker;
@extern float stagger_think;
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@extern int bot_fight_linker;
#include "defs.h"