// Copyright (C) 2001-2002 Raven Software // /***************************************************************************** * name: botlib.h * * desc: bot AI library * * $Archive: /source/code/game/botai.h $ * $Author: Mrelusive $ * $Revision: 2 $ * $Modtime: 03/01/00 3:32p $ * $Date: 03/01/00 3:42p $ * *****************************************************************************/ #define BOTLIB_API_VERSION 2 struct aas_clientmove_s; struct aas_entityinfo_s; struct aas_areainfo_s; struct aas_altroutegoal_s; struct aas_predictroute_s; struct bot_consolemessage_s; struct bot_match_s; struct bot_goal_s; struct bot_moveresult_s; struct bot_initmove_s; struct weaponinfo_s; #define BOTFILESBASEFOLDER "botfiles" //debug line colors #define LINECOLOR_NONE -1 #define LINECOLOR_RED 1//0xf2f2f0f0L #define LINECOLOR_GREEN 2//0xd0d1d2d3L #define LINECOLOR_BLUE 3//0xf3f3f1f1L #define LINECOLOR_YELLOW 4//0xdcdddedfL #define LINECOLOR_ORANGE 5//0xe0e1e2e3L //Print types #define PRT_MESSAGE 1 #define PRT_WARNING 2 #define PRT_ERROR 3 #define PRT_FATAL 4 #define PRT_EXIT 5 //console message types #define CMS_NORMAL 0 #define CMS_CHAT 1 //botlib error codes #define BLERR_NOERROR 0 //no error #define BLERR_LIBRARYNOTSETUP 1 //library not setup #define BLERR_INVALIDENTITYNUMBER 2 //invalid entity number #define BLERR_NOAASFILE 3 //no AAS file available #define BLERR_CANNOTOPENAASFILE 4 //cannot open AAS file #define BLERR_WRONGAASFILEID 5 //incorrect AAS file id #define BLERR_WRONGAASFILEVERSION 6 //incorrect AAS file version #define BLERR_CANNOTREADAASLUMP 7 //cannot read AAS file lump #define BLERR_CANNOTLOADICHAT 8 //cannot load initial chats #define BLERR_CANNOTLOADITEMWEIGHTS 9 //cannot load item weights #define BLERR_CANNOTLOADITEMCONFIG 10 //cannot load item config #define BLERR_CANNOTLOADWEAPONWEIGHTS 11 //cannot load weapon weights #define BLERR_CANNOTLOADWEAPONCONFIG 12 //cannot load weapon config //action flags #define ACTION_ATTACK 0x0000001 #define ACTION_USE 0x0000002 #define ACTION_RESPAWN 0x0000008 #define ACTION_JUMP 0x0000010 #define ACTION_MOVEUP 0x0000020 #define ACTION_CROUCH 0x0000080 #define ACTION_MOVEDOWN 0x0000100 #define ACTION_MOVEFORWARD 0x0000200 #define ACTION_MOVEBACK 0x0000800 #define ACTION_MOVELEFT 0x0001000 #define ACTION_MOVERIGHT 0x0002000 #define ACTION_DELAYEDJUMP 0x0008000 #define ACTION_TALK 0x0010000 #define ACTION_GESTURE 0x0020000 #define ACTION_WALK 0x0080000 #define ACTION_FORCEPOWER 0x0100000 #define ACTION_ALT_ATTACK 0x0200000 /* #define ACTION_AFFIRMATIVE 0x0100000 #define ACTION_NEGATIVE 0x0200000 #define ACTION_GETFLAG 0x0800000 #define ACTION_GUARDBASE 0x1000000 #define ACTION_PATROL 0x2000000 #define ACTION_FOLLOWME 0x8000000 */ //the bot input, will be converted to an usercmd_t typedef struct bot_input_s { float thinktime; //time since last output (in seconds) vec3_t dir; //movement direction float speed; //speed in the range [0, 400] vec3_t viewangles; //the view angles int actionflags; //one of the ACTION_? flags int weapon; //weapon to use } bot_input_t; #ifndef BSPTRACE #define BSPTRACE //bsp_trace_t hit surface typedef struct bsp_surface_s { char name[16]; int flags; int value; } bsp_surface_t; //remove the bsp_trace_s structure definition l8r on //a trace is returned when a box is swept through the world typedef struct bsp_trace_s { qboolean allsolid; // if true, plane is not valid qboolean startsolid; // if true, the initial point was in a solid area float fraction; // time completed, 1.0 = didn't hit anything vec3_t endpos; // final position cplane_t plane; // surface normal at impact float exp_dist; // expanded plane distance int sidenum; // number of the brush side hit bsp_surface_t surface; // the hit point surface int contents; // contents on other side of surface hit int ent; // number of entity hit } bsp_trace_t; #endif // BSPTRACE //entity state typedef struct bot_entitystate_s { int type; // entity type int flags; // entity flags vec3_t origin; // origin of the entity vec3_t angles; // angles of the model vec3_t old_origin; // for lerping vec3_t mins; // bounding box minimums vec3_t maxs; // bounding box maximums int groundent; // ground entity int solid; // solid type int modelindex; // model used int modelindex2; // weapons, CTF flags, etc int frame; // model frame number int event; // impulse events -- muzzle flashes, footsteps, etc int eventParm; // even parameter int gametypeitems; // bit flags int weapon; // determines weapon and flash model, etc int legsAnim; // mask off ANIM_TOGGLEBIT int torsoAnim; // mask off ANIM_TOGGLEBIT } bot_entitystate_t; //bot AI library exported functions typedef struct botlib_import_s { //print messages from the bot library void (QDECL *Print)(int type, char *fmt, ...); //trace a bbox through the world void (*Trace)(bsp_trace_t *trace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int passent, int contentmask); //trace a bbox against a specific entity void (*EntityTrace)(bsp_trace_t *trace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int entnum, int contentmask); //retrieve the contents at the given point int (*PointContents)(vec3_t point); //check if the point is in potential visible sight int (*inPVS)(vec3_t p1, vec3_t p2); //retrieve the BSP entity data lump char *(*BSPEntityData)(void); // void (*BSPModelMinsMaxsOrigin)(int modelnum, vec3_t angles, vec3_t mins, vec3_t maxs, vec3_t origin); //send a bot client command void (*BotClientCommand)(int client, char *command); //memory allocation void *(*GetMemory)(int size); // allocate from Zone void (*FreeMemory)(void *ptr); // free memory from Zone int (*AvailableMemory)(void); // available Zone memory void *(*HunkAlloc)(int size); // allocate from hunk //file system access int (*FS_FOpenFile)( const char *qpath, fileHandle_t *file, fsMode_t mode ); int (*FS_Read)( void *buffer, int len, fileHandle_t f ); int (*FS_Write)( const void *buffer, int len, fileHandle_t f ); void (*FS_FCloseFile)( fileHandle_t f ); int (*FS_Seek)( fileHandle_t f, long offset, int origin ); //debug visualisation stuff int (*DebugLineCreate)(void); void (*DebugLineDelete)(int line); void (*DebugLineShow)(int line, vec3_t start, vec3_t end, int color); // int (*DebugPolygonCreate)(int color, int numPoints, vec3_t *points); void (*DebugPolygonDelete)(int id); } botlib_import_t; typedef struct aas_export_s { //----------------------------------- // be_aas_entity.h //----------------------------------- void (*AAS_EntityInfo)(int entnum, struct aas_entityinfo_s *info); //----------------------------------- // be_aas_main.h //----------------------------------- int (*AAS_Initialized)(void); void (*AAS_PresenceTypeBoundingBox)(int presencetype, vec3_t mins, vec3_t maxs); float (*AAS_Time)(void); //-------------------------------------------- // be_aas_sample.c //-------------------------------------------- int (*AAS_PointAreaNum)(vec3_t point); int (*AAS_PointReachabilityAreaIndex)( vec3_t point ); int (*AAS_TraceAreas)(vec3_t start, vec3_t end, int *areas, vec3_t *points, int maxareas); int (*AAS_BBoxAreas)(vec3_t absmins, vec3_t absmaxs, int *areas, int maxareas); int (*AAS_AreaInfo)( int areanum, struct aas_areainfo_s *info ); //-------------------------------------------- // be_aas_bspq3.c //-------------------------------------------- int (*AAS_PointContents)(vec3_t point); int (*AAS_NextBSPEntity)(int ent); int (*AAS_ValueForBSPEpairKey)(int ent, char *key, char *value, int size); int (*AAS_VectorForBSPEpairKey)(int ent, char *key, vec3_t v); int (*AAS_FloatForBSPEpairKey)(int ent, char *key, float *value); int (*AAS_IntForBSPEpairKey)(int ent, char *key, int *value); //-------------------------------------------- // be_aas_reach.c //-------------------------------------------- int (*AAS_AreaReachability)(int areanum); //-------------------------------------------- // be_aas_route.c //-------------------------------------------- int (*AAS_AreaTravelTimeToGoalArea)(int areanum, vec3_t origin, int goalareanum, int travelflags); int (*AAS_EnableRoutingArea)(int areanum, int enable); int (*AAS_PredictRoute)(struct aas_predictroute_s *route, int areanum, vec3_t origin, int goalareanum, int travelflags, int maxareas, int maxtime, int stopevent, int stopcontents, int stoptfl, int stopareanum); //-------------------------------------------- // be_aas_altroute.c //-------------------------------------------- int (*AAS_AlternativeRouteGoals)(vec3_t start, int startareanum, vec3_t goal, int goalareanum, int travelflags, struct aas_altroutegoal_s *altroutegoals, int maxaltroutegoals, int type); //-------------------------------------------- // be_aas_move.c //-------------------------------------------- int (*AAS_Swimming)(vec3_t origin); int (*AAS_PredictClientMovement)(struct aas_clientmove_s *move, int entnum, vec3_t origin, int presencetype, int onground, vec3_t velocity, vec3_t cmdmove, int cmdframes, int maxframes, float frametime, int stopevent, int stopareanum, int visualize); } aas_export_t; typedef struct ea_export_s { //ClientCommand elementary actions void (*EA_Command)(int client, char *command ); void (*EA_Say)(int client, char *str); void (*EA_SayTeam)(int client, char *str); // void (*EA_Action)(int client, int action); void (*EA_Gesture)(int client); void (*EA_Talk)(int client); void (*EA_Attack)(int client); void (*EA_Use)(int client); void (*EA_Respawn)(int client); void (*EA_MoveUp)(int client); void (*EA_MoveDown)(int client); void (*EA_MoveForward)(int client); void (*EA_MoveBack)(int client); void (*EA_MoveLeft)(int client); void (*EA_MoveRight)(int client); void (*EA_Crouch)(int client); void (*EA_Alt_Attack)(int client); void (*EA_ForcePower)(int client); void (*EA_SelectWeapon)(int client, int weapon); void (*EA_Jump)(int client); void (*EA_DelayedJump)(int client); void (*EA_Move)(int client, vec3_t dir, float speed); void (*EA_View)(int client, vec3_t viewangles); //send regular input to the server void (*EA_EndRegular)(int client, float thinktime); void (*EA_GetInput)(int client, float thinktime, bot_input_t *input); void (*EA_ResetInput)(int client); } ea_export_t; typedef struct ai_export_s { //----------------------------------- // be_ai_char.h //----------------------------------- int (*BotLoadCharacter)(char *charfile, float skill); void (*BotFreeCharacter)(int character); float (*Characteristic_Float)(int character, int index); float (*Characteristic_BFloat)(int character, int index, float min, float max); int (*Characteristic_Integer)(int character, int index); int (*Characteristic_BInteger)(int character, int index, int min, int max); void (*Characteristic_String)(int character, int index, char *buf, int size); //----------------------------------- // be_ai_chat.h //----------------------------------- int (*BotAllocChatState)(void); void (*BotFreeChatState)(int handle); void (*BotQueueConsoleMessage)(int chatstate, int type, char *message); void (*BotRemoveConsoleMessage)(int chatstate, int handle); int (*BotNextConsoleMessage)(int chatstate, struct bot_consolemessage_s *cm); int (*BotNumConsoleMessages)(int chatstate); void (*BotInitialChat)(int chatstate, char *type, int mcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7); int (*BotNumInitialChats)(int chatstate, char *type); int (*BotReplyChat)(int chatstate, char *message, int mcontext, int vcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7); int (*BotChatLength)(int chatstate); void (*BotEnterChat)(int chatstate, int client, int sendto); void (*BotGetChatMessage)(int chatstate, char *buf, int size); int (*StringContains)(char *str1, char *str2, int casesensitive); int (*BotFindMatch)(char *str, struct bot_match_s *match, unsigned long int context); void (*BotMatchVariable)(struct bot_match_s *match, int variable, char *buf, int size); void (*UnifyWhiteSpaces)(char *string); void (*BotReplaceSynonyms)(char *string, unsigned long int context); int (*BotLoadChatFile)(int chatstate, char *chatfile, char *chatname); void (*BotSetChatGender)(int chatstate, int gender); void (*BotSetChatName)(int chatstate, char *name, int client); //----------------------------------- // be_ai_goal.h //----------------------------------- void (*BotResetGoalState)(int goalstate); void (*BotResetAvoidGoals)(int goalstate); void (*BotRemoveFromAvoidGoals)(int goalstate, int number); void (*BotPushGoal)(int goalstate, struct bot_goal_s *goal); void (*BotPopGoal)(int goalstate); void (*BotEmptyGoalStack)(int goalstate); void (*BotDumpAvoidGoals)(int goalstate); void (*BotDumpGoalStack)(int goalstate); void (*BotGoalName)(int number, char *name, int size); int (*BotGetTopGoal)(int goalstate, struct bot_goal_s *goal); int (*BotGetSecondGoal)(int goalstate, struct bot_goal_s *goal); int (*BotChooseLTGItem)(int goalstate, vec3_t origin, int *inventory, int travelflags); int (*BotChooseNBGItem)(int goalstate, vec3_t origin, int *inventory, int travelflags, struct bot_goal_s *ltg, float maxtime); int (*BotTouchingGoal)(vec3_t origin, struct bot_goal_s *goal); int (*BotItemGoalInVisButNotVisible)(int viewer, vec3_t eye, vec3_t viewangles, struct bot_goal_s *goal); int (*BotGetLevelItemGoal)(int index, char *classname, struct bot_goal_s *goal); int (*BotGetNextCampSpotGoal)(int num, struct bot_goal_s *goal); int (*BotGetMapLocationGoal)(char *name, struct bot_goal_s *goal); float (*BotAvoidGoalTime)(int goalstate, int number); void (*BotSetAvoidGoalTime)(int goalstate, int number, float avoidtime); void (*BotInitLevelItems)(void); void (*BotUpdateEntityItems)(void); int (*BotLoadItemWeights)(int goalstate, char *filename); void (*BotFreeItemWeights)(int goalstate); void (*BotInterbreedGoalFuzzyLogic)(int parent1, int parent2, int child); void (*BotSaveGoalFuzzyLogic)(int goalstate, char *filename); void (*BotMutateGoalFuzzyLogic)(int goalstate, float range); int (*BotAllocGoalState)(int client); void (*BotFreeGoalState)(int handle); //----------------------------------- // be_ai_move.h //----------------------------------- void (*BotResetMoveState)(int movestate); void (*BotMoveToGoal)(struct bot_moveresult_s *result, int movestate, struct bot_goal_s *goal, int travelflags); int (*BotMoveInDirection)(int movestate, vec3_t dir, float speed, int type); void (*BotResetAvoidReach)(int movestate); void (*BotResetLastAvoidReach)(int movestate); int (*BotReachabilityArea)(vec3_t origin, int testground); int (*BotMovementViewTarget)(int movestate, struct bot_goal_s *goal, int travelflags, float lookahead, vec3_t target); int (*BotPredictVisiblePosition)(vec3_t origin, int areanum, struct bot_goal_s *goal, int travelflags, vec3_t target); int (*BotAllocMoveState)(void); void (*BotFreeMoveState)(int handle); void (*BotInitMoveState)(int handle, struct bot_initmove_s *initmove); void (*BotAddAvoidSpot)(int movestate, vec3_t origin, float radius, int type); //----------------------------------- // be_ai_weap.h //----------------------------------- int (*BotChooseBestFightWeapon)(int weaponstate, int *inventory); void (*BotGetWeaponInfo)(int weaponstate, int weapon, struct weaponinfo_s *weaponinfo); int (*BotLoadWeaponWeights)(int weaponstate, char *filename); int (*BotAllocWeaponState)(void); void (*BotFreeWeaponState)(int weaponstate); void (*BotResetWeaponState)(int weaponstate); //----------------------------------- // be_ai_gen.h //----------------------------------- int (*GeneticParentsAndChildSelection)(int numranks, float *ranks, int *parent1, int *parent2, int *child); } ai_export_t; //bot AI library imported functions typedef struct botlib_export_s { //Area Awareness System functions aas_export_t aas; //Elementary Action functions ea_export_t ea; //AI functions ai_export_t ai; //setup the bot library, returns BLERR_ int (*BotLibSetup)(void); //shutdown the bot library, returns BLERR_ int (*BotLibShutdown)(void); //sets a library variable returns BLERR_ int (*BotLibVarSet)(char *var_name, char *value); //gets a library variable returns BLERR_ int (*BotLibVarGet)(char *var_name, char *value, int size); //sets a C-like define returns BLERR_ int (*PC_AddGlobalDefine)(char *string); int (*PC_LoadSourceHandle)(const char *filename); int (*PC_FreeSourceHandle)(int handle); int (*PC_ReadTokenHandle)(int handle, pc_token_t *pc_token); int (*PC_SourceFileAndLine)(int handle, char *filename, int *line); int (*PC_LoadGlobalDefines)(const char* filename ); void (*PC_RemoveAllGlobalDefines) ( void ); //start a frame in the bot library int (*BotLibStartFrame)(float time); //load a new map in the bot library int (*BotLibLoadMap)(const char *mapname); //entity updates int (*BotLibUpdateEntity)(int ent, bot_entitystate_t *state); //just for testing int (*Test)(int parm0, char *parm1, vec3_t parm2, vec3_t parm3); } botlib_export_t; //linking of bot library botlib_export_t *GetBotLibAPI( int apiVersion, botlib_import_t *import ); /* Library variables: name: default: module(s): description: "basedir" "" l_utils.c base directory "gamedir" "" l_utils.c game directory "cddir" "" l_utils.c CD directory "log" "0" l_log.c enable/disable creating a log file "maxclients" "4" be_interface.c maximum number of clients "maxentities" "1024" be_interface.c maximum number of entities "bot_developer" "0" be_interface.c bot developer mode "phys_friction" "6" be_aas_move.c ground friction "phys_stopspeed" "100" be_aas_move.c stop speed "phys_gravity" "800" be_aas_move.c gravity value "phys_waterfriction" "1" be_aas_move.c water friction "phys_watergravity" "400" be_aas_move.c gravity in water "phys_maxvelocity" "320" be_aas_move.c maximum velocity "phys_maxwalkvelocity" "320" be_aas_move.c maximum walk velocity "phys_maxcrouchvelocity" "100" be_aas_move.c maximum crouch velocity "phys_maxswimvelocity" "150" be_aas_move.c maximum swim velocity "phys_walkaccelerate" "10" be_aas_move.c walk acceleration "phys_airaccelerate" "1" be_aas_move.c air acceleration "phys_swimaccelerate" "4" be_aas_move.c swim acceleration "phys_maxstep" "18" be_aas_move.c maximum step height "phys_maxsteepness" "0.7" be_aas_move.c maximum floor steepness "phys_maxbarrier" "32" be_aas_move.c maximum barrier height "phys_maxwaterjump" "19" be_aas_move.c maximum waterjump height "phys_jumpvel" "270" be_aas_move.c jump z velocity "phys_falldelta5" "40" be_aas_move.c "phys_falldelta10" "60" be_aas_move.c "rs_waterjump" "400" be_aas_move.c "rs_teleport" "50" be_aas_move.c "rs_barrierjump" "100" be_aas_move.c "rs_startcrouch" "300" be_aas_move.c "rs_startgrapple" "500" be_aas_move.c "rs_startwalkoffledge" "70" be_aas_move.c "rs_startjump" "300" be_aas_move.c "rs_rocketjump" "500" be_aas_move.c "rs_bfgjump" "500" be_aas_move.c "rs_jumppad" "250" be_aas_move.c "rs_aircontrolledjumppad" "300" be_aas_move.c "rs_funcbob" "300" be_aas_move.c "rs_startelevator" "50" be_aas_move.c "rs_falldamage5" "300" be_aas_move.c "rs_falldamage10" "500" be_aas_move.c "rs_maxjumpfallheight" "450" be_aas_move.c "max_aaslinks" "4096" be_aas_sample.c maximum links in the AAS "max_routingcache" "4096" be_aas_route.c maximum routing cache size in KB "forceclustering" "0" be_aas_main.c force recalculation of clusters "forcereachability" "0" be_aas_main.c force recalculation of reachabilities "forcewrite" "0" be_aas_main.c force writing of aas file "aasoptimize" "0" be_aas_main.c enable aas optimization "sv_mapChecksum" "0" be_aas_main.c BSP file checksum "bot_visualizejumppads" "0" be_aas_reach.c visualize jump pads "bot_reloadcharacters" "0" - reload bot character files "ai_gametype" "0" be_ai_goal.c game type "droppedweight" "1000" be_ai_goal.c additional dropped item weight "weapindex_rocketlauncher" "5" be_ai_move.c rl weapon index for rocket jumping "weapindex_bfg10k" "9" be_ai_move.c bfg weapon index for bfg jumping "weapindex_grapple" "10" be_ai_move.c grapple weapon index for grappling "entitytypemissile" "3" be_ai_move.c ET_MISSILE "offhandgrapple" "0" be_ai_move.c enable off hand grapple hook "cmd_grappleon" "grappleon" be_ai_move.c command to activate off hand grapple "cmd_grappleoff" "grappleoff" be_ai_move.c command to deactivate off hand grapple "itemconfig" "items.c" be_ai_goal.c item configuration file "weaponconfig" "weapons.c" be_ai_weap.c weapon configuration file "synfile" "syn.c" be_ai_chat.c file with synonyms "rndfile" "rnd.c" be_ai_chat.c file with random strings "matchfile" "match.c" be_ai_chat.c file with match strings "nochat" "0" be_ai_chat.c disable chats "max_messages" "1024" be_ai_chat.c console message heap size "max_weaponinfo" "32" be_ai_weap.c maximum number of weapon info "max_projectileinfo" "32" be_ai_weap.c maximum number of projectile info "max_iteminfo" "256" be_ai_goal.c maximum number of item info "max_levelitems" "256" be_ai_goal.c maximum number of level items */