game-source/fbxa/libfrikbot.h
2003-07-23 22:44:15 +00:00

387 lines
9.3 KiB
Objective-C

#include "Entity.h"
@interface Bot: Entity
{
//model modelindex
//frame angles colormap effects
//owner
//movetype solid touch <size> watertype flags think nextthink
integer keys, oldkeys;
integer buttons, impulse;
vector v_angle, b_angle;
vector mouse_emu;
integer wallhug;
integer ishuman;
float b_frags;
integer b_clientno;
float b_shirt, b_pants;
float ai_time;
float b_sound;
float missile_speed;
float portal_time;
integer b_skill;
float switch_wallhug;
integer b_aiflags;
integer b_num;
float b_chattime;
float b_entertime;
float b_menu, b_menu_time, b_menu_value;
integer route_failed;
integer dyn_flags, dyn_time, dyn_plat;
entity temp_way, last_way, current_way;
entity [4] targets;
entity avoid;
entity _next, _last;
vector obs_dir;
vector b_dir;
vector dyn_dest;
vector punchangle;
}
- (id) init;
- (id) initWithEntity: (entity) e;
@end
@interface Bot (Physics)
- (void)sendMove;
@end
@interface Bot (Move)
- (void)jump;
- (integer)can_rj;
- (integer)recognize_plat: (integer) flag;
- (integer)keysForDir: (vector) sdir;
- (void)obstructed: (vector) whichway : (integer) danger;
- (void)obstacles;
- (void)dodge_obstruction;
- (void)movetogoal;
- (integer)walkmove: (vector) weird;
- (void)roam;
@end
@interface Bot (AI)
-(integer)target_onstack:(entity)scot;
-(void)target_add:(entity)e;
-(void)target_drop:(entity)e;
-(void)lost:(entity)targ :(integer)success;
-(void)check_lost:(entity)targ;
-(void)handle_ai;
-(void)path;
-(float)priority_for_thing:(entity)thing;
-(void)look_for_crap:(integer)scope;
-(void)angle_set;
-(void)AI;
@end
@interface Bot (Fight)
-(float)size_player:(entity)e;
-(void)dodge_stuff;
-(void)weapon_switch:(float)brange;
-(void)shoot;
-(void)fight_style;
@end
#define FALSE 0
#define TRUE 1
// ----- entity fields ---
/* wallhug
* bot follow walls on left (false) or right (true)
*/
@extern .float wallhug;
/* keys
* wp if true, waypoint isn't busy (?)
* bot key press states for emulating a keyboard player
*/
@extern .float keys;
/* oldkeys
* bot used for checking for keystate changes
*/
@extern .float oldkeys;
/* ishuman
* bot 0 = bot, 1 = human, 2 = bot spawning (moves to 0)
*/
@extern .float ishuman;
/* b_frags
* wp target4 waypoint number
* bot previous frag count. used for detecting suicides
*/
@extern .float b_frags;
/* b_clientno
* bot client number (1-32)
*/
@extern .integer b_clientno;
/* b_shirt
* wp target3 waypoint number
* bot shirt color
*/
@extern .float b_shirt;
/* b_pants
* wp target1 waypoint number
* bot pants color
*/
@extern .float b_pants;
/* ai_time
* bot ai thinking framerate control
*/
@extern .float ai_time;
/* b_sound
* wp if this waypoint is on a bot's route, the bit corresponding to the bot
* client number will be set
* bot end time of current playing sound (for bots hearing enemies)
*/
@extern .float b_sound;
/* missile_speed
* ? ?
*/
@extern .float missile_speed;
/* portal_time
* ? dynamic waypoints?
*/
@extern .float portal_time;
/* b_skill
* wp target2 waypoint number
* bot skill level: 0 = easy, 3 = nightmare
*/
@extern .integer b_skill;
/* switch_wallhug
* bot client linking stuff (bad name!!)
*/
@extern .float switch_wallhug;
/* b_aiflags
* wp
* bot
*/
@extern .integer b_aiflags;
/* b_num
* bot bot number
*/
@extern .integer b_num;
/* b_chattime
* bot control of bot chatting and movement (can't talk and walk:)
*/
@extern .float b_chattime;
/* b_entertime
* bot used for keeping track of bot play time
*/
@extern .float b_entertime;
/* b_menu, b_menu_time, b_menu_value
* ? waypoint editing stuff
*/
@extern .float b_menu, b_menu_time, b_menu_value;
/* route_failed
* bot if waypoint routing fails, go into roam mode
*/
@extern .float route_failed;
/* dyn_flags, dyn_time, dyn_plat
* ? dynamic waypoint stuff
*/
@extern .float dyn_flags, dyn_time, dyn_plat;
/* temp_way
* bot roam mode stuff
*/
@extern .entity temp_way;
/* last_way
* bot previous waypoint ?
*/
@extern .entity last_way;
/* phys_obj
* bot actual physical entity of bot
*/
@extern .entity phys_obj;
/* targetN
* bot LIFO stack of goals for the bot to achieve
*/
@extern .entity target1, target2, target3, target4;
/* _next, _last
* wp linked list of waypoints
* bot linked list of possible foes
*/
@extern .entity _next, _last;
/* current_way
* wp ?
* bot currently saught waypoint?
*/
@extern .entity current_way;
/* b_angle
* bot desired view angle
*/
@extern .vector b_angle;
/* mouse_emu
* bot mouse movement emulation for mousing bots :)
*/
@extern .vector mouse_emu;
/* obs_dir
* bot obstruction direction?
*/
@extern .vector obs_dir;
/* movevect
* bot desired motion vector
*/
@extern .vector movevect;
/* b_dir
* bot direction to waypoint
*/
@extern .vector b_dir;
/* dyn_dest
* ? dynamic waypoint stuff
*/
@extern .vector dyn_dest;
/* punchangle
* bot fake kick?
*/
@extern .vector punchangle; // HACK - Don't want to screw with bot_phys
// --------defines-----
#define SVC_UPDATENAME 13
#define SVC_UPDATEFRAGS 14
#define SVC_UPDATECOLORS 17
// used for the physics & movement AI
#define KEY_MOVEUP 1
#define KEY_MOVEDOWN 2
#define KEY_MOVELEFT 4
#define KEY_MOVERIGHT 8
#define KEY_MOVEFORWARD 16
#define KEY_MOVEBACK 32
#define KEY_LOOKUP 64
#define KEY_LOOKDOWN 128
#define KEY_LOOKLEFT 256
#define KEY_LOOKRIGHT 512
// these are aiflags for waypoints
// some overlap to the bot
#define AI_TELELINK_1 1 // link type
#define AI_TELELINK_2 2 // link type
#define AI_TELELINK_3 4 // link type
#define AI_TELELINK_4 8 // link type
#define AI_DOORFLAG 16 // read ahead
#define AI_PRECISION 32 // read ahead + point
#define AI_SURFACE 64 // point
#define AI_BLIND 128 // read ahead + point
#define AI_JUMP 256 // point + ignore
#define AI_DIRECTIONAL 512 // read ahead + ignore
#define AI_PLAT_BOTTOM 1024 // read ahead
#define AI_RIDE_TRAIN 2048 // read ahead
#define AI_SUPER_JUMP 4096 // point + ignore + route test
#define AI_SNIPER 8192 // point type
#define AI_AMBUSH 16384 // point type
#define AI_DOOR_NO_OPEN 32768 // read ahead
#define AI_DIFFICULT 65536 // route test
#define AI_TRACE_TEST 131072 // route test
// 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
// addition masks
#define AI_POINT_TYPES 29152
#define AI_READAHEAD_TYPES 36528
#define AI_IGNORE_TYPES 4864
#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 entity [32] players;
@extern integer max_clients;
@extern float real_frametime;
@extern float bot_count, b_options, lasttime;
@extern float waypoint_mode, dump_mode;
@extern float waypoints, direct_route, userid;
@extern float sv_friction, sv_gravity;
@extern float sv_accelerate, sv_maxspeed, sv_stopspeed;
@extern entity fixer;
@extern entity route_table;
@extern entity b_temp1, b_temp2, b_temp3;
@extern entity way_head;
@extern float busy_waypoints;
@extern float coop;
// -------ProtoTypes------
// external
@extern void() ClientConnect;
@extern void() ClientDisconnect;
@extern void() SetNewParms;
// rankings
@extern integer (entity e) ClientNumber;
@extern float(integer clientno) ClientBitFlag;
@extern integer() ClientNextAvailable;
@extern void(integer whatbot, integer whatskill) BotConnect;
@extern void(entity bot) BotDisconnect;
@extern void(float clientno) BotInvalidClientNo;
@extern void(entity who) UpdateClient;
// waypointing
@extern void() DynamicWaypoint;
@extern entity(vector org) make_waypoint;
@extern void() ClearAllWays;
@extern void() FixWaypoints;
@extern float() begin_route;
@extern void(entity this, float direct) bot_get_path;
@extern void() WaypointThink;
@extern entity(entity start) FindWayPoint;
@extern void() ClearMyRoute;
@extern entity(entity lastone) FindRoute;
@extern float (entity e1, entity e2) CheckLinked;
@extern void(vector org) SpawnTempWaypoint;
@extern void(vector org, vector bit1, float bit4, float 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;
// physics & movement
@extern void() SV_Physics_Client;
@extern void() SV_ClientThink;
@extern void() CL_KeyMove;
@extern entity(entity ent, string s) FindThing;
// ai & misc
@extern void() BotAI;
@extern string() PickARandomName;
@extern float(entity targ) fov;
@extern float(float y1, float y2) angcomp;
@extern float(entity targ1, entity targ2) wisible;
@extern float(entity targ) sisible;
@extern float(entity targ) fisible;
@extern vector(entity ent) realorigin;
@extern void() KickABot;
@extern void() BotImpulses;
@extern string(integer r) BotName;
@extern float(float v) frik_anglemod;
@extern void() bot_chat;
@extern void(float tpic) bot_start_topic;
@extern void(string h) BotSay;
@extern void() BotSayInit;
@extern void(string h) BotSay2;
@extern void(string h) BotSayTeam;
@extern void(entity e1, entity e2, float flag) DeveloperLightning;
/*
angles is pitch yaw roll
move is forward right up
*/
@extern void (entity cl, float sec, vector angles, vector move, integer buttons, integer impulse) SV_UserCmd;
#include "defs.h"