//----------------------------------------------------------------------------- // // $Id$ // //----------------------------------------------------------------------------- // // $Log$ // Revision 1.12 2002/06/16 20:06:13 jbravo // Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap" // // Revision 1.11 2002/06/15 15:02:05 makro // Recoded AI for weapon mode switching. Bots can now zoom with the sg // // Revision 1.10 2002/06/11 13:42:54 makro // Added a time limit for changing weapon modes for bots // // Revision 1.9 2002/05/30 21:18:28 makro // Bots should reload/bandage when roaming around // Added "pathtarget" key to all the entities // // Revision 1.8 2002/05/05 15:18:02 makro // Fixed some crash bugs. Bot stuff. Triggerable func_statics. // Made flags only spawn in CTF mode // // Revision 1.7 2002/04/05 03:12:28 makro // Radio stuff // // Revision 1.6 2002/04/03 17:39:36 makro // Made bots handle incoming radio spam better // // Revision 1.5 2002/03/31 19:16:55 makro // Bandaging, reloading, opening rotating doors (still needs a lot of), shooting breakables // // Revision 1.4 2002/01/11 19:48:29 jbravo // Formatted the source in non DOS format. // // Revision 1.3 2001/12/31 16:28:42 jbravo // I made a Booboo with the Log tag. // // //----------------------------------------------------------------------------- // Copyright (C) 1999-2000 Id Software, Inc. // /***************************************************************************** * name: ai_main.h * * desc: Quake3 bot AI * * $Archive: /source/code/botai/ai_chat.c $ * $Author$ * $Revision$ * $Modtime: 11/10/99 3:30p $ * $Date$ * *****************************************************************************/ //#define DEBUG #define CTF #define MAX_ITEMS 256 //bot flags #define BFL_STRAFERIGHT 1 //strafe to the right #define BFL_ATTACKED 2 //bot has attacked last ai frame #define BFL_ATTACKJUMPED 4 //bot jumped during attack last frame #define BFL_AIMATENEMY 8 //bot aimed at the enemy this frame #define BFL_AVOIDRIGHT 16 //avoid obstacles by going to the right #define BFL_IDEALVIEWSET 32 //bot has ideal view angles set #define BFL_FIGHTSUICIDAL 64 //bot is in a suicidal fight //long term goal types #define LTG_TEAMHELP 1 //help a team mate #define LTG_TEAMACCOMPANY 2 //accompany a team mate #define LTG_DEFENDKEYAREA 3 //defend a key area #define LTG_GETFLAG 4 //get the enemy flag #define LTG_RUSHBASE 5 //rush to the base #define LTG_RETURNFLAG 6 //return the flag #define LTG_CAMP 7 //camp somewhere #define LTG_CAMPORDER 8 //ordered to camp somewhere #define LTG_PATROL 9 //patrol #define LTG_GETITEM 10 //get an item #define LTG_KILL 11 //kill someone #define LTG_HARVEST 12 //harvest skulls #define LTG_ATTACKENEMYBASE 13 //attack the enemy base #define LTG_MAKELOVE_UNDER 14 #define LTG_MAKELOVE_ONTOP 15 //some goal dedication times #define TEAM_HELP_TIME 60 //1 minute teamplay help time #define TEAM_ACCOMPANY_TIME 600 //10 minutes teamplay accompany time #define TEAM_DEFENDKEYAREA_TIME 600 //10 minutes ctf defend base time #define TEAM_CAMP_TIME 600 //10 minutes camping time #define TEAM_PATROL_TIME 600 //10 minutes patrolling time #define TEAM_LEAD_TIME 600 //10 minutes taking the lead #define TEAM_GETITEM_TIME 60 //1 minute #define TEAM_KILL_SOMEONE 180 //3 minute to kill someone #define TEAM_ATTACKENEMYBASE_TIME 600 //10 minutes #define TEAM_HARVEST_TIME 120 //2 minutes #define CTF_GETFLAG_TIME 600 //10 minutes ctf get flag time #define CTF_RUSHBASE_TIME 120 //2 minutes ctf rush base time #define CTF_RETURNFLAG_TIME 180 //3 minutes to return the flag #define CTF_ROAM_TIME 60 //1 minute ctf roam time //patrol flags #define PATROL_LOOP 1 #define PATROL_REVERSE 2 #define PATROL_BACK 4 //teamplay task preference #define TEAMTP_DEFENDER 1 #define TEAMTP_ATTACKER 2 //CTF strategy #define CTFS_AGRESSIVE 1 //copied from the aas file header #define PRESENCE_NONE 1 #define PRESENCE_NORMAL 2 #define PRESENCE_CROUCH 4 // #define MAX_PROXMINES 64 //check points typedef struct bot_waypoint_s { int inuse; char name[32]; bot_goal_t goal; struct bot_waypoint_s *next, *prev; } bot_waypoint_t; #define MAX_ACTIVATESTACK 8 #define MAX_ACTIVATEAREAS 32 typedef struct bot_activategoal_s { int inuse; bot_goal_t goal; //goal to activate (buttons etc.) float time; //time to activate something float start_time; //time starting to activate something float justused_time; //time the goal was used int shoot; //true if bot has to shoot to activate int openDoor; //Makro - true if bot has to open a door int weapon; //weapon to be used for activation qboolean noWeapon; //Makro - true if a weapon is NOT needed for //activation - breakables can be shot with any weapon vec3_t target; //target to shoot at to activate something vec3_t origin; //origin of the blocking entity to activate int areas[MAX_ACTIVATEAREAS]; //routing areas disabled by blocking entity int numareas; //number of disabled routing areas int areasdisabled; //true if the areas are disabled for the routing struct bot_activategoal_s *next; //next activate goal on stack } bot_activategoal_t; //bot state typedef struct bot_state_s { int inuse; //true if this state is used by a bot client int botthink_residual; //residual for the bot thinks int client; //client number of the bot int entitynum; //entity number of the bot playerState_t cur_ps; //current player state int last_eFlags; //last ps flags usercmd_t lastucmd; //usercmd from last frame int entityeventTime[MAX_GENTITIES]; //last entity event time // bot_settings_t settings; //several bot settings int (*ainode) (struct bot_state_s * bs); //current AI node float thinktime; //time the bot thinks this frame vec3_t origin; //origin of the bot vec3_t velocity; //velocity of the bot int presencetype; //presence type of the bot vec3_t eye; //eye coordinates of the bot int areanum; //the number of the area the bot is in int inventory[MAX_ITEMS]; //string with items amounts the bot has int tfl; //the travel flags the bot uses int flags; //several flags int respawn_wait; //wait until respawned int lasthealth; //health value previous frame int lastkilledplayer; //last killed player int lastkilledby; //player that last killed this bot int botdeathtype; //the death type of the bot int enemydeathtype; //the death type of the enemy int botsuicide; //true when the bot suicides int enemysuicide; //true when the enemy of the bot suicides int setupcount; //true when the bot has just been setup int map_restart; //true when the map is being restarted int entergamechat; //true when the bot used an enter game chat int num_deaths; //number of time this bot died int num_kills; //number of kills of this bot int revenge_enemy; //the revenge enemy int revenge_kills; //number of kills the enemy made int lastframe_health; //health value the last frame int lasthitcount; //number of hits last frame int chatto; //chat to all or team float walker; //walker charactertic float ltime; //local bot time float entergame_time; //time the bot entered the game float ltg_time; //long term goal time float nbg_time; //nearby goal time float respawn_time; //time the bot takes to respawn float respawnchat_time; //time the bot started a chat during respawn float chase_time; //time the bot will chase the enemy float enemyvisible_time; //time the enemy was last visible float check_time; //time to check for nearby items float stand_time; //time the bot is standing still float lastchat_time; //time the bot last selected a chat float kamikaze_time; //time to check for kamikaze usage float invulnerability_time; //time to check for invulnerability usage float standfindenemy_time; //time to find enemy while standing float attackstrafe_time; //time the bot is strafing in one dir float attackcrouch_time; //time the bot will stop crouching float attackchase_time; //time the bot chases during actual attack float attackjump_time; //time the bot jumped during attack float enemysight_time; //time before reacting to enemy float enemydeath_time; //time the enemy died float enemyposition_time; //time the position and velocity of the enemy were stored float defendaway_time; //time away while defending float defendaway_range; //max travel time away from defend area float rushbaseaway_time; //time away from rushing to the base float attackaway_time; //time away from attacking the enemy base float harvestaway_time; //time away from harvesting float ctfroam_time; //time the bot is roaming in ctf float killedenemy_time; //time the bot killed the enemy float arrive_time; //time arrived (at companion) float lastair_time; //last time the bot had air float teleport_time; //last time the bot teleported float camp_time; //last time camped // float camp_range; //camp range float weaponchange_time; //time the bot started changing weapons float firethrottlewait_time; //amount of time to wait float firethrottleshoot_time; //amount of time to shoot float notblocked_time; //last time the bot was not blocked float blockedbyavoidspot_time; //time blocked by an avoid spot float predictobstacles_time; //last time the bot predicted obstacles int predictobstacles_goalareanum; //last goal areanum the bot predicted obstacles for float radioresponse_time; //Makro - the last time the bot responded to a radio message int radioresponse_count; //Makro - how many times the bot responded to radio messages float idleAction_time; //Makro - last time the bot did something while roaming around (reload/bandage) float weaponModeChange_time; //Makro - last time the bot changed weapon modes float weaponModeClick_time; //Makro - last time the bot "pressed" the weapon button int weapMode[WP_NUM_WEAPONS]; //Makro - the weapon modes the bot wants to use vec3_t aimtarget; vec3_t enemyvelocity; //enemy velocity 0.5 secs ago during battle vec3_t enemyorigin; //enemy origin 0.5 secs ago during battle // int kamikazebody; //kamikaze body int proxmines[MAX_PROXMINES]; int numproxmines; // int character; //the bot character int ms; //move state of the bot int gs; //goal state of the bot int cs; //chat state of the bot int ws; //weapon state of the bot // int enemy; //enemy entity number int lastenemyareanum; //last reachability area the enemy was in vec3_t lastenemyorigin; //last origin of the enemy in the reachability area int weaponnum; //current weapon number vec3_t viewangles; //current view angles vec3_t ideal_viewangles; //ideal view angles vec3_t viewanglespeed; // int ltgtype; //long term goal type // team goals int teammate; //team mate involved in this team goal int decisionmaker; //player who decided to go for this goal int ordered; //true if ordered to do something float order_time; //time ordered to do something int owndecision_time; //time the bot made it's own decision bot_goal_t teamgoal; //the team goal bot_goal_t altroutegoal; //alternative route goal float reachedaltroutegoal_time; //time the bot reached the alt route goal float teammessage_time; //time to message team mates what the bot is doing float teamgoal_time; //time to stop helping team mate float teammatevisible_time; //last time the team mate was NOT visible int teamtaskpreference; //team task preference // last ordered team goal int lastgoal_decisionmaker; int lastgoal_ltgtype; int lastgoal_teammate; bot_goal_t lastgoal_teamgoal; // for leading team mates int lead_teammate; //team mate the bot is leading bot_goal_t lead_teamgoal; //team goal while leading float lead_time; //time leading someone float leadvisible_time; //last time the team mate was visible float leadmessage_time; //last time a messaged was sent to the team mate float leadbackup_time; //time backing up towards team mate // char teamleader[MAX_NETNAME]; //netname of the team leader float askteamleader_time; //time asked for team leader float becometeamleader_time; //time the bot will become the team leader float teamgiveorders_time; //time to give team orders float lastflagcapture_time; //last time a flag was captured int numteammates; //number of team mates int redflagstatus; //0 = at base, 1 = not at base int blueflagstatus; //0 = at base, 1 = not at base int neutralflagstatus; //0 = at base, 1 = our team has flag, 2 = enemy team has flag, 3 = enemy team dropped the flag int flagstatuschanged; //flag status changed int forceorders; //true if forced to give orders int flagcarrier; //team mate carrying the enemy flag int ctfstrategy; //ctf strategy char subteam[32]; //sub team name float formation_dist; //formation team mate intervening space // char formation_teammate[16]; //netname of the team mate the bot uses for relative positioning // float formation_angle; //angle relative to the formation team mate // vec3_t formation_dir; //the direction the formation is moving in // vec3_t formation_origin; //origin the bot uses for relative positioning // bot_goal_t formation_goal; //formation goal bot_activategoal_t *activatestack; //first activate goal on the stack bot_activategoal_t activategoalheap[MAX_ACTIVATESTACK]; //activate goal heap bot_waypoint_t *checkpoints; //check points bot_waypoint_t *patrolpoints; //patrol points bot_waypoint_t *curpatrolpoint; //current patrol point the bot is going for int patrolflags; //patrol flags } bot_state_t; //resets the whole bot state void BotResetState(bot_state_t * bs); //returns the number of bots in the game int NumBots(void); //returns info about the entity void BotEntityInfo(int entnum, aas_entityinfo_t * info); extern float floattime; #define FloatTime() floattime // from the game source void QDECL BotAI_Print(int type, char *fmt, ...) __attribute__ ((format (printf, 2, 3))); void QDECL QDECL BotAI_BotInitialChat(bot_state_t * bs, char *type, ...); void BotAI_Trace(bsp_trace_t * bsptrace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int passent, int contentmask); int BotAI_GetClientState(int clientNum, playerState_t * state); int BotAI_GetEntityState(int entityNum, entityState_t * state); int BotAI_GetSnapshotEntity(int clientNum, int sequence, entityState_t * state); int BotTeamLeader(bot_state_t * bs);