mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-25 05:11:58 +00:00
343 lines
7.6 KiB
Objective-C
343 lines
7.6 KiB
Objective-C
#include "Entity.h"
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@class PLItem;
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@class Bot;
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@class Waypoint;
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@class EditorState;
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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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int hold_select;
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Target *_last;
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EditorState *editor;
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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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-(int)canSee:(Target *)targ ignoring:(entity)ignore;
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-(void)setOrigin:(vector) org;
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-(int)recognizePlat:(int)flag;
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-(int)ishuman;
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-(int)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 *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;
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int busy; //???
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float distance;
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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)loadFile:(string)path;
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+(void)clearAll;
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+(Waypoint *)waypointForNum:(int)num;
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+(void)fixWaypoints;
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+(PLItem *)plist;
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+(void)check:(Target *)ent;
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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)showAll;
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+(void)hideAll;
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-(void)deselect;
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-(void)select;
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-(int)id;
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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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-(int)isLinkedTo:(Waypoint *)way;
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-(int)linkWay:(Waypoint *)way;
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-(int)teleLinkWay:(Waypoint *)way;
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-(void)unlinkWay:(Waypoint *)way;
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-(void)followLink:(Waypoint *)e2 :(int)bBit;
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-(void)waypointThink;
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-(void)clearLinks;
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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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int keys;
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int buttons;
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int impulse;
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vector b_angle;
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vector mouse_emu;
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int wallhug;
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int ishuman;
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float b_frags; // for detecting score changes
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int b_clientno;
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int 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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int b_skill;
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float switch_wallhug;
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int b_aiflags;
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int b_num;
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float b_chattime;
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float b_entertime;
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int route_failed;
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int dyn_flags;
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int 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 *targets[4];
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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:(int)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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- (void) releaseEditor;
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@end
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@interface Bot (Misc)
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+(bot_data_t *)name:(int)r;
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+(bot_data_t *)randomName;
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-(int)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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- (int)canRJ;
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- (int)recognizePlat: (int) flag;
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- (int)keysForDir: (vector) sdir;
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- (void)obstructed: (vector) whichway : (int) danger;
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- (void)obstacles;
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- (void)dodgeObstruction;
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- (void)movetogoal;
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- (int)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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-(int)targetOnstack:(Target *)scot;
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-(void)targetAdd:(Target *)e;
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-(void)targetDrop:(Target *)e;
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-(void)targetClearAll;
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-(void)lost:(Target *)targ :(int)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:(int)scope;
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-(void)angleSet;
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-(void)AI;
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-(int)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 :(int)direct;
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-(int)beginRoute;
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-(void)spawnTempWaypoint:(vector)org;
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-(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;
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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 *players[32];
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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_gravity;
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@extern Bot *route_table;
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@extern int 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 Bot *BotConnect (int whatbot, int whatskill);
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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 int (entity e) ClientNumber;
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@extern void(vector org, vector bit1, int bit4, int 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 Array *bot_array;
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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 DeveloperLightning(Waypoint *e1, Waypoint *e2, int flag);
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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, int buttons, int impulse) SV_UserCmd;
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@extern void () Break;
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@extern string (int i) itos;
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@extern int bot_way_linker;
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@extern int bot_move_linker;
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@extern int bot_chat_linker;
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@extern float stagger_think;
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@extern int bot_fight_linker;
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#include "defs.h"
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