jediacademy/code/game/b_public.h

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2013-04-04 22:35:38 +00:00
#ifndef __B_PUBLIC_H__
#define __B_PUBLIC_H__
#include "bstate.h"
#include "AI.h"
#define NPCAI_CHECK_WEAPON 0x00000001
#define NPCAI_BURST_WEAPON 0x00000002
#define NPCAI_MOVING 0x00000004
#define NPCAI_TOUCHED_GOAL 0x00000008
#define NPCAI_PUSHED 0x00000010
#define NPCAI_NO_COLL_AVOID 0x00000020
#define NPCAI_BLOCKED 0x00000040
#define NPCAI_SUBBOSS_CHARACTER 0x00000080 //Alora, tough reborn
#define NPCAI_OFF_PATH 0x00000100
#define NPCAI_IN_SQUADPOINT 0x00000200
#define NPCAI_STRAIGHT_TO_DESTPOS 0x00000400
#define NPCAI_HEAVY_MELEE 0x00000800 //4x melee damage, dismemberment
#define NPCAI_NO_SLOWDOWN 0x00001000
#define NPCAI_LOST 0x00002000 //Can't nav to his goal
#define NPCAI_SHIELDS 0x00004000 //Has shields, borg can adapt
#define NPCAI_GREET_ALLIES 0x00008000 //Say hi to nearby allies
#define NPCAI_FORM_TELE_NAV 0x00010000 //Tells formation people to use nav info to get to
#define NPCAI_ENROUTE_TO_HOMEWP 0x00020000 //Lets us know to run our lostenemyscript when we get to homeWp
#define NPCAI_MATCHPLAYERWEAPON 0x00040000 //Match the player's weapon except when it changes during cinematics
#define NPCAI_DIE_ON_IMPACT 0x00100000 //Next time you crashland, die!
#define NPCAI_WALKING 0x00200000
#define NPCAI_STOP_AT_LOS 0x00400000 //Stop Running When We Hit LOS
#define NPCAI_NAV_THROUGH_BREAKABLES 0x00800000 //Navigation allows connections through breakable (func_glass, func_breakable or misc_model_breakable)
#define NPCAI_KNEEL 0x01000000 //Kneel befor Zod
#define NPCAI_FLY 0x02000000 //Fly, My Pretty!
#define NPCAI_FLAMETHROW 0x04000000
#define NPCAI_ROSH 0x08000000 //I am Rosh, when I'm hurt, drop to one knee and wait for Vil or Dasariah to heal me
#define NPCAI_HEAL_ROSH 0x10000000 //Constantly look for NPC with NPC_type of rosh_dark, follow him, heal him if needbe
#define NPCAI_JUMP 0x20000000 //Jump Now
#define NPCAI_BOSS_CHARACTER 0x40000000 //Boss NPC flag for certain immunities/defenses
#define NPCAI_NO_JEDI_DELAY 0x80000000 //Reborn/Jedi don't taunt enemy before attacking
//Script flags
#define SCF_CROUCHED 0x00000001 //Force ucmd.upmove to be -127
#define SCF_WALKING 0x00000002 //Force BUTTON_WALKING to be pressed
#define SCF_MORELIGHT 0x00000004 //NPC will have a minlight of 96
#define SCF_LEAN_RIGHT 0x00000008 //Force rightmove+BUTTON_USE
#define SCF_LEAN_LEFT 0x00000010 //Force leftmove+BUTTON_USE
#define SCF_RUNNING 0x00000020 //Takes off walking button, overrides SCF_WALKING
#define SCF_ALT_FIRE 0x00000040 //Force to use alt-fire when firing
#define SCF_NO_RESPONSE 0x00000080 //NPC will not do generic responses to being used
#define SCF_FFDEATH 0x00000100 //Just tells player_die to run the friendly fire deathscript
#define SCF_NO_COMBAT_TALK 0x00000200 //NPC will not use their generic combat chatter stuff
#define SCF_CHASE_ENEMIES 0x00000400 //NPC chase enemies - FIXME: right now this is synonymous with using combat points... should it be?
#define SCF_LOOK_FOR_ENEMIES 0x00000800 //NPC be on the lookout for enemies
#define SCF_FACE_MOVE_DIR 0x00001000 //NPC face direction it's moving - FIXME: not really implemented right now
#define SCF_IGNORE_ALERTS 0x00002000 //NPC ignore alert events
#define SCF_DONT_FIRE 0x00004000 //NPC won't shoot
#define SCF_DONT_FLEE 0x00008000 //NPC never flees
#define SCF_FORCED_MARCH 0x00010000 //NPC that the player must aim at to make him walk
#define SCF_NO_GROUPS 0x00020000 //NPC cannot alert groups or be part of a group
#define SCF_FIRE_WEAPON 0x00040000 //NPC will fire his (her) weapon
#define SCF_NO_MIND_TRICK 0x00080000 //Not succeptible to mind tricks
#define SCF_USE_CP_NEAREST 0x00100000 //Will use combat point close to it, not next to player or try and flank player
#define SCF_NO_FORCE 0x00200000 //Not succeptible to force powers
#define SCF_NO_FALLTODEATH 0x00400000 //NPC will not scream and tumble and fall to hit death over large drops
#define SCF_NO_ACROBATICS 0x00800000 //Jedi won't jump, roll or cartwheel
#define SCF_USE_SUBTITLES 0x01000000 //Regardless of subtitle setting, this NPC will display subtitles when it speaks lines
#define SCF_NO_ALERT_TALK 0x02000000 //Will not say alert sounds, but still can be woken up by alerts
#define SCF_NAV_CAN_FLY 0x04000000 //Navigation allows connections through air
#define SCF_FLY_WITH_JET 0x08000000 //Must Fly With A Jet
#define SCF_PILOT 0x10000000 //Can pilot a vehicle
#define SCF_NAV_CAN_JUMP 0x20000000 //Can attempt to jump when blocked
#define SCF_FIRE_WEAPON_NO_ANIM 0x40000000 //Fire weapon but don't play weapon firing anim
#define SCF_SAFE_REMOVE 0x80000000 //Remove NPC when it's safe (when player isn't looking)
//#ifdef __DEBUG
//Debug flag definitions
#define AID_IDLE 0x00000000 //Nothing is happening
#define AID_ACQUIRED 0x00000001 //A target has been found
#define AID_LOST 0x00000002 //Alert, but no target is in sight
#define AID_CONFUSED 0x00000004 //Is unable to come up with a course of action
#define AID_LOSTPATH 0x00000008 //Cannot make a valid movement due to lack of connections
//#endif //__DEBUG
//extern qboolean showWaypoints;
typedef enum {VIS_UNKNOWN, VIS_NOT, VIS_PVS, VIS_360, VIS_FOV, VIS_SHOOT} visibility_t;
typedef enum {SPOT_ORIGIN, SPOT_CHEST, SPOT_HEAD, SPOT_HEAD_LEAN, SPOT_WEAPON, SPOT_LEGS, SPOT_GROUND} spot_t;
typedef enum //# lookMode_e
{
LM_ENT = 0,
LM_INTEREST
} lookMode_t;
typedef enum //# jumpState_e
{
JS_WAITING = 0,
JS_FACING,
JS_CROUCHING,
JS_JUMPING,
JS_LANDING
} jumpState_t;
typedef enum
{
SEX_NEUTRAL = 0,
SEX_MALE,
SEX_FEMALE,
SEX_SHEMALE//what the Hell, ya never know...
} sexType_t;
// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
typedef struct gNPCstats_e
{//Stats, loaded in, and can be set by scripts
//AI
int aggression; // "
int aim; // "
float earshot; // "
int evasion; // "
int hfov; // horizontal field of view
int intelligence; // "
int move; // "
int reactions; // 1-5, higher is better
float shootDistance; //Maximum range- overrides range set for weapon if nonzero
int vfov; // vertical field of view
float vigilance; // "
float visrange; // "
//Movement
int runSpeed;
int walkSpeed;
float yawSpeed; // 1 - whatever, default is 50
int health;
int acceleration;
//sex
sexType_t sex; //male, female, etc.
} gNPCstats_t;
#define MAX_ENEMY_POS_LAG 2400
#define ENEMY_POS_LAG_INTERVAL 100
#define ENEMY_POS_LAG_STEPS (MAX_ENEMY_POS_LAG/ENEMY_POS_LAG_INTERVAL)
// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
typedef struct
{
//FIXME: Put in playerInfo or something
int timeOfDeath; //FIXME do we really need both of these
gentity_t *touchedByPlayer;
visibility_t enemyLastVisibility;
int aimTime;
float desiredYaw;
float desiredPitch;
float lockedDesiredYaw;
float lockedDesiredPitch;
gentity_t *aimingBeam; // debugging aid
vec3_t enemyLastSeenLocation;
int enemyLastSeenTime;
vec3_t enemyLastHeardLocation;
int enemyLastHeardTime;
int lastAlertID; //unique ID
int eFlags;
int aiFlags;
int currentAmmo; // this sucks, need to find a better way
int shotTime;
int burstCount;
int burstMin;
int burstMean;
int burstMax;
int burstSpacing;
int attackHold;
int attackHoldTime;
vec3_t shootAngles; //Angles to where bot is shooting - fixme: make he torso turn to reflect these
//extra character info
rank_t rank; //for pips
//Behavior state info
bState_t behaviorState; //determines what actions he should be doing
bState_t defaultBehavior;//State bot will default to if none other set
bState_t tempBehavior;//While valid, overrides other behavior
qboolean ignorePain; //only play pain scripts when take pain
int duckDebounceTime;//Keeps them ducked for a certain time
int walkDebounceTime;
int enemyCheckDebounceTime;
int investigateDebounceTime;
int investigateCount;
vec3_t investigateGoal;
int investigateSoundDebounceTime;
int greetingDebounceTime;//when we can greet someone next
gentity_t *eventOwner;
//bState-specific fields
gentity_t *coverTarg;
jumpState_t jumpState;
float followDist;
// goal, navigation & pathfinding
gentity_t *tempGoal; // used for locational goals (player's last seen/heard position)
gentity_t *goalEntity;
gentity_t *lastGoalEntity;
gentity_t *eventualGoal;
gentity_t *captureGoal; //Where we should try to capture
gentity_t *defendEnt; //Who we're trying to protect
gentity_t *greetEnt; //Who we're greeting
int goalTime; //FIXME: This is never actually used
qboolean straightToGoal; //move straight at navgoals
float distToGoal;
int navTime;
int blockingEntNum;
int blockedSpeechDebounceTime;
int homeWp;
int avoidSide;
int leaderAvoidSide;
int lastAvoidSteerSide;
int lastAvoidSteerSideDebouncer;
AIGroupInfo_t *group;
int troop;
vec3_t lastPathAngles; //So we know which way to face generally when we stop
//stats
gNPCstats_t stats;
int aimErrorDebounceTime;
float lastAimErrorYaw;
float lastAimErrorPitch;
vec3_t aimOfs;
int currentAim;
int currentAggression;
//scriptflags
int scriptFlags;//in b_local.h
//moveInfo
int desiredSpeed;
int currentSpeed;
char last_forwardmove;
char last_rightmove;
vec3_t lastClearOrigin;
int shoveCount;
int blockedDebounceTime;
gentity_t* blockedEntity; // The entity That Causes The Current Blockage
vec3_t blockedTargetPosition; // Where the actor was trying to get TO before blocked
gentity_t* blockedTargetEntity; // Where the actor was trying to get TO before blocked
//jump info
vec3_t jumpDest; // Where The Actor Is Trying To Jump TO
gentity_t* jumpTarget; // What Entity The Actor Is Trying To Jump TO
float jumpMaxXYDist; // The Minimal Delta On The XY Plane Allowed To Jump To The Dest
float jumpMazZDist;
int jumpSide; // Which Side The Last Jump Occured On
int jumpTime; // When The Last Jump Started
int jumpBackupTime; // If Active, Then The Guy Should Backup Before Jumping
int jumpNextCheckTime; // The Minimal Next Time To Check For A Jump
//
int combatPoint;//NPCs in bState BS_COMBAT_POINT will find their closest empty combat_point
int lastFailedCombatPoint;//NPCs in bState BS_COMBAT_POINT will find their closest empty combat_point
int movementSpeech; //what to say when you first successfully move
float movementSpeechChance;//how likely you are to say it
//Testing physics at 20fps
int nextBStateThink;
usercmd_t last_ucmd;
//
//JWEIER ADDITIONS START
qboolean combatMove;
int goalRadius;
//FIXME: These may be redundant
/*
int weaponTime; //Time until refire is valid
int jumpTime;
*/
int pauseTime; //Time to stand still
int standTime;
int localState; //Tracking information local to entity
int squadState; //Tracking information for team level interaction
//JWEIER ADDITIONS END
//
int confusionTime; //Doesn't respond to alerts or pick up enemies (unless shot) until this time is up
int charmedTime; //charmed to enemy team
int controlledTime; //controlled by player
int surrenderTime; //Hands up
int kneelTime; //kneeling (for troopers)
//Lagging enemy position - FIXME: seems awful wasteful...
vec3_t enemyLaggedPos[ENEMY_POS_LAG_STEPS];
gentity_t *watchTarget; //for BS_CINEMATIC, keeps facing this ent
int ffireCount; //sigh... you'd think I'd be able to find a way to do this without having to use 3 int fields, but...
int ffireDebounce;
int ffireFadeDebounce;
} gNPC_t;
void G_SquadPathsInit(void);
void NPC_InitGame( void );
void G_LoadBoltOns( void );
void Svcmd_NPC_f( void );
/*
void Bot_InitGame( void );
void Bot_InitPreSpawn( void );
void Bot_InitPostSpawn( void );
void Bot_Shutdown( void );
void Bot_Think( gentity_t *ent, int msec );
void Bot_Connect( gentity_t *bot, char *botName );
void Bot_Begin( gentity_t *bot );
void Bot_Disconnect( gentity_t *bot );
void Svcmd_Bot_f( void );
void Nav_ItemSpawn( gentity_t *ent, int remaining );
*/
//
// This section should be moved to QFILES.H
//
/*
#define NAVFILE_ID (('I')+('N'<<8)+('A'<<16)+('V'<<24))
#define NAVFILE_VERSION 6
typedef struct {
unsigned id;
unsigned version;
unsigned checksum;
unsigned surfaceCount;
unsigned edgeCount;
} navheader_t;
#define MAX_SURFACES 4096
#define NSF_PUSH 0x00000001
#define NSF_WATERLEVEL1 0x00000002
#define NSF_WATERLEVEL2 0x00000004
#define NSF_WATER_NOAIR 0x00000008
#define NSF_DUCK 0x00000010
#define NSF_PAIN 0x00000020
#define NSF_TELEPORTER 0x00000040
#define NSF_PLATHIGH 0x00000080
#define NSF_PLATLOW 0x00000100
#define NSF_DOOR_FLOOR 0x00000200
#define NSF_DOOR_SHOOT 0x00000400
#define NSF_DOOR_BUTTON 0x00000800
#define NSF_BUTTON 0x00001000
typedef struct {
vec3_t origin;
vec2_t absmin;
vec2_t absmax;
int parm;
unsigned flags;
unsigned edgeCount;
unsigned edgeIndex;
} nsurface_t;
#define NEF_DUCK 0x00000001
#define NEF_JUMP 0x00000002
#define NEF_HOLD 0x00000004
#define NEF_WALK 0x00000008
#define NEF_RUN 0x00000010
#define NEF_NOAIRMOVE 0x00000020
#define NEF_LEFTGROUND 0x00000040
#define NEF_PLAT 0x00000080
#define NEF_FALL1 0x00000100
#define NEF_FALL2 0x00000200
#define NEF_DOOR_SHOOT 0x00000400
#define NEF_DOOR_BUTTON 0x00000800
#define NEF_BUTTON 0x00001000
typedef struct {
vec3_t origin;
vec2_t absmin; // region within this surface that is the portal to the other surface
vec2_t absmax;
int surfaceNum;
unsigned flags; // jump, prerequisite button, will take falling damage, etc...
float cost;
int dirIndex;
vec3_t endSpot;
int parm;
} nedge_t;
*/
#endif