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