mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 20:11:49 +00:00
297 lines
6.8 KiB
Objective-C
297 lines
6.8 KiB
Objective-C
#include "Entity.h"
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@class Bot;
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@class Waypoint;
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@interface Target: Entity
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{
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}
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-(vector)realorigin;
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-(integer)canSee:(Target)targ ignoring:(entity)ignore;
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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] targets;
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integer flags;
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vector origin;
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integer b_pants, b_skill, b_shirt, b_frags, b_sound;
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integer keys;
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float items;
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Waypoint enemy;
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float search_time;
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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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-(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)b_bit;
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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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@interface Bot: Target
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{
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@public
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//model modelindex
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//frame angles colormap effects
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//owner
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//movetype solid touch <size> watertype flags think nextthink
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integer keys, oldkeys;
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integer buttons, impulse;
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vector v_angle, 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;
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integer b_clientno;
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float b_shirt, 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, b_menu_time, b_menu_value;
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integer route_failed;
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integer dyn_flags, dyn_plat;
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float dyn_time;
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Waypoint temp_way, last_way, current_way;
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entity [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, portal_time;
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}
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- (id) init;
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- (id) initWithEntity: (entity) e;
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- (id) initFromPlayer: (entity) e;
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- (integer) preFrame;
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- (integer) postFrame;
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- (void) frame;
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- (void) disconnect;
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@end
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@interface Bot (Misc)
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-(string)name:(integer)r;
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-(string)randomName;
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-(void)start_topic:(integer)topic;
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-(void)chat;
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-(integer)fov:(entity)targ;
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+(void)kick;
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@end
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@interface Bot (Physics)
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- (void)sendMove;
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@end
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@interface Bot (Move)
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- (void)jump;
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- (integer)can_rj;
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- (integer)recognize_plat: (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)dodge_obstruction;
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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)target_onstack:(entity)scot;
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-(void)target_add:(entity)e;
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-(void)target_drop:(entity)e;
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-(void)lost:(Waypoint)targ :(integer)success;
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-(void)check_lost:(Waypoint)targ;
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-(void)handle_ai;
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-(void)path;
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-(float)priority_for_thing:(entity)thing;
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-(void)look_for_crap:(integer)scope;
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-(void)angle_set;
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-(void)AI;
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@end
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@interface Bot (Fight)
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-(float)size_player:(entity)e;
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-(void)dodge_stuff;
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-(void)weapon_switch:(float)brange;
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-(void)shoot;
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-(void)fight_style;
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@end
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@interface Bot (Way)
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-(Waypoint)findWaypoint:(Waypoint)start;
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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)mark_path:(entity)this;
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-(void)get_path:(Waypoint)this :(integer)direct;
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-(integer)begin_route;
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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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#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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#define SVC_UPDATENAME 13
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#define SVC_UPDATEFRAGS 14
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#define SVC_UPDATECOLORS 17
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// used for the physics & movement AI
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#define KEY_MOVEUP 1
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#define KEY_MOVEDOWN 2
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#define KEY_MOVELEFT 4
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#define KEY_MOVERIGHT 8
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#define KEY_MOVEFORWARD 16
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#define KEY_MOVEBACK 32
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#define KEY_LOOKUP 64
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#define KEY_LOOKDOWN 128
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#define KEY_LOOKLEFT 256
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#define KEY_LOOKRIGHT 512
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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 1 // link type
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#define AI_TELELINK_2 2 // link type
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#define AI_TELELINK_3 4 // link type
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#define AI_TELELINK_4 8 // link type
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#define AI_DOORFLAG 16 // read ahead
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#define AI_PRECISION 32 // read ahead + point
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#define AI_SURFACE 64 // point
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#define AI_BLIND 128 // read ahead + point
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#define AI_JUMP 256 // point + ignore
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#define AI_DIRECTIONAL 512 // read ahead + ignore
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#define AI_PLAT_BOTTOM 1024 // read ahead
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#define AI_RIDE_TRAIN 2048 // read ahead
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#define AI_SUPER_JUMP 4096 // point + ignore + route test
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#define AI_SNIPER 8192 // point type
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#define AI_AMBUSH 16384 // point type
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#define AI_DOOR_NO_OPEN 32768 // read ahead
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#define AI_DIFFICULT 65536 // route test
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#define AI_TRACE_TEST 131072 // route test
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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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// addition masks
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#define AI_POINT_TYPES 29152
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#define AI_READAHEAD_TYPES 36528
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#define AI_IGNORE_TYPES 4864
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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
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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 integer(integer clientno) ClientBitFlag;
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@extern void(entity who) UpdateClient;
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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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// physics & movement
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@extern void() SV_Physics_Client;
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@extern void() SV_ClientThink;
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@extern void() CL_KeyMove;
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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) 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() bot_chat;
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@extern void(float tpic) bot_start_topic;
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@extern void(string h) BotSay;
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@extern void() BotSayInit;
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@extern void(string h) BotSay2;
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@extern void(string h) BotSayTeam;
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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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#include "defs.h"
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