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