mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-10 14:41:57 +00:00
8935fc4c84
test classname `properly' (ie, with -classname) bot_move.qc: re-implement the lost obstruction detection code in a way suitable for the new physics handling. Probably needs tuning. bot_qw.qc libfrikbot.h: Break and itos for debugging waypoint.r: implement -realorigin. oops. that caused how long a wild goose chase?
329 lines
7.6 KiB
Objective-C
329 lines
7.6 KiB
Objective-C
#include "Entity.h"
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@class Bot;
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@class Waypoint;
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struct bot_data_t = {
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string name;
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float pants, shirt;
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};
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typedef struct bot_data_t bot_data_t;
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@interface Target: Entity
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{
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@public
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Waypoint current_way;
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Target _last;
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}
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+(Target)forEntity:(entity)e;
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-(vector)realorigin;
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-(vector)origin;
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-(integer)canSee:(Target)targ ignoring:(entity)ignore;
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-(void)setOrigin:(vector) org;
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-(integer)recognizePlat:(integer)flag;
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-(integer)ishuman;
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-(integer)priority:(Bot)bot;
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-(Waypoint)findWaypoint:(Waypoint)start;
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-(float)searchTime;
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-(void)setSearchTime:(float)st;
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-(string)classname;
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@end
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@interface Waypoint: Target
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{
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@public
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Waypoint [4] links;
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integer flags;
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vector origin;
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integer is_temp;
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integer b_sound;
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integer busy; //???
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float items;
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Waypoint enemy;
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float search_time;
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Waypoint chain;
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}
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+(void)clearAll;
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+(Waypoint)waypointForNum:(integer)num;
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+(void)fixWaypoints;
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+(void)clearRouteTable;
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+(void)clearMyRoute:(Bot) bot;
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+(Waypoint)find:(vector)org radius:(float)rad;
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-(void)fix;
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-(id)init;
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-(id)initAt:(vector)org;
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-(id)initFromEntity:(entity)ent;
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-(integer)isLinkedTo:(Waypoint)way;
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-(integer)linkWay:(Waypoint)way;
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-(integer)teleLinkWay:(Waypoint)way;
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-(void)unlinkWay:(Waypoint)way;
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-(void)followLink:(Waypoint)e2 :(integer)bBit;
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-(void)waypointThink;
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-(void)clearRoute;
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-(void)clearRouteForBot:(Bot)bot;
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-(id)queueForThink;
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@end
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@class Array;
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@extern Array waypoint_array;
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@interface Bot: Target
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{
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@public
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integer keys;
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integer buttons;
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integer impulse;
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vector b_angle;
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vector mouse_emu;
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integer wallhug;
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integer ishuman;
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float b_frags; // for detecting score changes
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integer b_clientno;
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integer b_clientflag;
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float b_shirt;
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float b_pants;
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float ai_time;
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float b_sound;
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float missile_speed;
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float portal_time;
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integer b_skill;
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float switch_wallhug;
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integer b_aiflags;
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integer b_num;
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float b_chattime;
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float b_entertime;
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float b_menu;
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float b_menu_time;
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float b_menu_value;
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integer route_failed;
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integer dyn_flags;
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integer dyn_plat;
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float dyn_time;
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Waypoint temp_way;
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Waypoint last_way;
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Target [4] targets;
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entity avoid;
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vector obs_dir;
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vector b_dir;
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vector dyn_dest;
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vector punchangle;
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float teleport_time;
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float portal_time;
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}
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- (id) init;
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- (id) initWithEntity: (entity) e named:(bot_data_t [])name skill:(integer)skill;
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- (id) initFromPlayer: (entity) e;
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- (void) preThink;
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- (void) postThink;
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- (void) frame;
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- (void) disconnect;
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- (void) updateClient;
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@end
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@interface Bot (Misc)
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+(bot_data_t [])name:(integer)r;
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+(bot_data_t [])randomName;
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-(integer)fov:(entity)targ;
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+(void)kick;
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-(void)add;
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@end
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@interface Bot (Move)
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- (void)sendMove;
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- (void)jump;
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- (integer)canRJ;
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- (integer)recognizePlat: (integer) flag;
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- (integer)keysForDir: (vector) sdir;
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- (void)obstructed: (vector) whichway : (integer) danger;
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- (void)obstacles;
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- (void)dodgeObstruction;
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- (void)movetogoal;
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- (integer)walkmove: (vector) weird;
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- (void)roam;
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@end
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@interface Bot (AI)
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-(integer)targetOnstack:(Target)scot;
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-(void)targetAdd:(Target)e;
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-(void)targetDrop:(Target)e;
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-(void)lost:(Target)targ :(integer)success;
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-(void)checkLost:(Target)targ;
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-(void)handleAI;
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-(void)path;
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-(void)lookForCrap:(integer)scope;
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-(void)angleSet;
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-(void)AI;
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-(integer)priorityForThing:(Target)thing;
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@end
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@interface Bot (Fight)
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-(float)sizePlayer:(Target)targ;
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-(void)dodgeStuff;
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-(void)weaponSwitch:(float)brange;
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-(void)shoot;
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-(void)fightStyle;
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@end
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@interface Bot (Way)
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-(void)deleteWaypoint:(Waypoint)what;
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-(entity)findThing:(string)s;
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-(Waypoint)findRoute:(Waypoint)lastone;
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-(void)markPath:(Target)this;
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-(void)getPath:(Target)this :(integer)direct;
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-(integer)beginRoute;
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-(void)spawnTempWaypoint:(vector)org;
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-(void)dynamicWaypoint;
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-(integer)canSee:(Target)targ;
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@end
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@interface Bot (Chat)
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-(void)startTopic:(integer)topic;
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-(void)say:(string)msg;
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-(void)say2:(string)msg;
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-(void)sayTeam:(string)msg;
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-(void)sayInit;
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-(void)chat;
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@end
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#define FALSE 0
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#define TRUE 1
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/* punchangle
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* bot fake kick?
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*/
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@extern .vector punchangle; // HACK - Don't want to screw with bot_phys
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// --------defines-----
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// used for the physics & movement AI
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#define KEY_MOVEUP 0x001
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#define KEY_MOVEDOWN 0x002
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#define KEY_MOVELEFT 0x004
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#define KEY_MOVERIGHT 0x008
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#define KEY_MOVEFORWARD 0x010
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#define KEY_MOVEBACK 0x020
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#define KEY_LOOKUP 0x040
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#define KEY_LOOKDOWN 0x080
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#define KEY_LOOKLEFT 0x100
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#define KEY_LOOKRIGHT 0x200
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#define KEY_LOOK (KEY_LOOKRIGHT|KEY_LOOKLEFT|KEY_LOOKDOWN|KEY_LOOKUP)
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#define KEY_MOVE (KEY_MOVEBACK|KEY_MOVEFORWARD|KEY_MOVERIGHT\
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|KEY_MOVELEFT|KEY_MOVEDOWN|KEY_MOVEUP)
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// these are aiflags for waypoints
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// some overlap to the bot
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#define AI_TELELINK_1 0x00001 // link type
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#define AI_TELELINK_2 0x00002 // link type
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#define AI_TELELINK_3 0x00004 // link type
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#define AI_TELELINK_4 0x00008 // link type
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#define AI_DOORFLAG 0x00010 // read ahead
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#define AI_PRECISION 0x00020 // read ahead + point
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#define AI_SURFACE 0x00040 // point
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#define AI_BLIND 0x00080 // read ahead + point
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#define AI_JUMP 0x00100 // point + ignore
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#define AI_DIRECTIONAL 0x00200 // read ahead + ignore
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#define AI_PLAT_BOTTOM 0x00400 // read ahead
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#define AI_RIDE_TRAIN 0x00800 // read ahead
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#define AI_SUPER_JUMP 0x01000 // point + ignore + route test
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#define AI_SNIPER 0x02000 // point type
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#define AI_AMBUSH 0x04000 // point type
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#define AI_DOOR_NO_OPEN 0x08000 // read ahead
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#define AI_DIFFICULT 0x10000 // route test
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#define AI_TRACE_TEST 0x20000 // route test
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// addition masks
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#define AI_POINT_TYPES (AI_AMBUSH|AI_SNIPER|AI_SUPER_JUMP|AI_JUMP\
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|AI_BLIND|AI_SURFACE|AI_PRECISION)
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#define AI_READAHEAD_TYPES (AI_DOOR_NO_OPEN|AI_RIDE_TRAIN|AI_PLAT_BOTTOM\
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|AI_DIRECTIONAL)
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#define AI_IGNORE_TYPES (AI_SUPER_JUMP|AI_DIRECTIONAL|AI_JUMP)
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// these are flags for bots/players (dynamic/editor flags)
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#define AI_OBSTRUCTED 1
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#define AI_HOLD_SELECT 2
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#define AI_ROUTE_FAILED 2
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#define AI_WAIT 4
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#define AI_DANGER 8
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#define WM_UNINIT 0
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#define WM_DYNAMIC 1
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#define WM_LOADING 2
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#define WM_LOADED 3
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// editor modes aren't available in QW, but we retain support of them
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// since the editor is still built into the AI in places
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#define WM_EDITOR 4
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#define WM_EDITOR_DYNAMIC 5
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#define WM_EDITOR_DYNLINK 6
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#define OPT_NOCHAT 2
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// -------globals-----
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@extern Bot [32] players;
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@extern float real_frametime;
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@extern float bot_count, b_options;
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@extern float lasttime;
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@extern float waypoint_mode;
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@extern float dump_mode;
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@extern float direct_route;
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@extern float sv_friction, sv_gravity;
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@extern float sv_accelerate, sv_maxspeed, sv_stopspeed;
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@extern Bot route_table;
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@extern integer busy_waypoints;
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@extern float coop;
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// -------ProtoTypes------
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// external, in main code
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@extern void() ClientConnect;
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@extern void() ClientDisconnect;
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@extern void() SetNewParms;
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// rankings
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@extern integer (entity e) ClientNumber;
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@extern void(vector org, vector bit1, integer bit4, integer flargs) make_way;
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@extern void () map_dm1;
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@extern void () map_dm2;
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@extern void () map_dm3;
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@extern void () map_dm4;
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@extern void () map_dm5;
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@extern void () map_dm6;
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// ai & misc
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@extern float(float y1, float y2) angcomp;
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@extern float(entity ent, entity targ, vector targ_origin) sisible;
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@extern vector(entity ent) realorigin;
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@extern float(float v) frik_anglemod;
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@extern void(Waypoint e1, Waypoint e2, integer flag) DeveloperLightning;
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/*
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angles is pitch yaw roll
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move is forward right up
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*/
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@extern void (entity cl, float sec, vector angles, vector move, integer buttons, integer impulse) SV_UserCmd;
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@extern void () Break;
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@extern string (integer i) itos;
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@extern integer bot_way_linker;
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@extern integer bot_move_linker;
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@extern integer bot_chat_linker;
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@extern float stagger_think;
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@extern integer bot_fight_linker;
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#include "defs.h"
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