mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-26 13:51:15 +00:00
186 lines
5.7 KiB
C
186 lines
5.7 KiB
C
#define FALSE 0
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#define TRUE 1
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// ----- entity fields ---
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@extern .float wallhug, keys, oldkeys, ishuman;
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@extern .float b_frags;
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@extern .integer b_clientno;
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@extern .float b_shirt, b_pants;
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@extern .float priority, ai_time, b_sound, missile_speed;
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@extern .float portal_time, b_skill, switch_wallhug;
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@extern .float b_aiflags, b_num, b_chattime;
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@extern .float b_entertime, b_userid; // QW shtuff
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@extern .float b_menu, b_menu_time, b_menu_value;
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@extern .float route_failed, dyn_flags, dyn_time;
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@extern .float dyn_plat;
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@extern .entity temp_way, last_way, phys_obj;
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@extern .entity target1, target2, target3, target4;
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@extern .entity _next, _last;
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@extern .entity current_way;
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@extern .vector b_angle, b_dest, mouse_emu, obs_dir;
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@extern .vector movevect, b_dir;
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@extern .vector dyn_dest;
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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 entity [32] players;
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@extern integer max_clients;
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@extern float real_frametime;
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@extern float bot_count, b_options, lasttime;
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@extern float waypoint_mode, dump_mode;
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@extern float waypoints, direct_route, userid;
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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 entity fixer;
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@extern entity route_table;
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@extern entity b_temp1, b_temp2, b_temp3;
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@extern entity way_head;
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@extern float 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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// fight
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@extern void(float brange) bot_weapon_switch;
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@extern void() bot_fight_style;
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@extern void() bot_dodge_stuff;
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// rankings
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@extern integer (entity e) ClientNumber;
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@extern float(integer clientno) ClientBitFlag;
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@extern integer() ClientNextAvailable;
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@extern void(float whatbot, float whatskill) BotConnect;
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@extern void(entity bot) BotDisconnect;
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@extern void(float clientno) BotInvalidClientNo;
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@extern void(entity who) UpdateClient;
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// waypointing
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@extern void() DynamicWaypoint;
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@extern entity(vector org) make_waypoint;
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@extern void() ClearAllWays;
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@extern void() FixWaypoints;
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@extern float() begin_route;
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@extern void(entity this, float direct) bot_get_path;
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@extern void() WaypointThink;
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@extern entity(entity start) FindWayPoint;
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@extern void() ClearMyRoute;
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@extern entity(entity lastone) FindRoute;
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@extern float (entity e1, entity e2) CheckLinked;
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@extern void(vector org) SpawnTempWaypoint;
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@extern void(vector org, vector bit1, float bit4, float 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 float(entity e) bot_can_rj;
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@extern void() bot_jump;
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@extern void() frik_bot_roam;
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@extern float(vector weird) frik_walkmove;
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@extern void() frik_movetogoal;
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@extern void() frik_obstacles;
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@extern float(float flag) frik_recognize_plat;
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@extern float(vector sdir) frik_KeysForDir;
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@extern void(vector whichway, float danger) frik_obstructed;
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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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@extern entity(string s) FindThing;
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// ai & misc
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@extern void() BotAI;
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@extern string() PickARandomName;
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@extern float(entity targ) fov;
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@extern float(float y1, float y2) angcomp;
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@extern float(entity targ1, entity targ2) wisible;
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@extern float(entity targ) sisible;
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@extern float(entity targ) fisible;
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@extern vector(entity ent) realorigin;
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@extern void(entity ent) target_drop;
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@extern void(entity ent) target_add;
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@extern void() KickABot;
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@extern void() BotImpulses;
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@extern void(entity targ, float success) bot_lost;
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@extern string(float r) BotName;
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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(entity e1, entity e2, float flag) DeveloperLightning;
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#include "defs.h"
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