mirror of
https://github.com/DrBeef/JKXR.git
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214 lines
5.4 KiB
C
214 lines
5.4 KiB
C
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/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#ifndef __AI__
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#define __AI__
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//Distance ratings
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enum distance_e
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{
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DIST_MELEE,
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DIST_LONG,
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};
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//Attack types
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enum attack_e
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{
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ATTACK_MELEE,
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ATTACK_RANGE,
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};
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enum
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{
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SQUAD_IDLE, //No target found, waiting
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SQUAD_STAND_AND_SHOOT, //Standing in position and shoot (no cover)
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SQUAD_RETREAT, //Running away from combat
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SQUAD_COVER, //Under protective cover
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SQUAD_TRANSITION, //Moving between points, not firing
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SQUAD_POINT, //On point, laying down suppressive fire
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SQUAD_SCOUT, //Poking out to draw enemy
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NUM_SQUAD_STATES,
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};
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//sigh... had to move in here for groupInfo
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typedef enum //# rank_e
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{
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RANK_CIVILIAN,
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RANK_CREWMAN,
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RANK_ENSIGN,
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RANK_LT_JG,
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RANK_LT,
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RANK_LT_COMM,
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RANK_COMMANDER,
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RANK_CAPTAIN
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} rank_t;
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qboolean NPC_CheckPlayerTeamStealth( void );
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//AI_GRENADIER
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void NPC_BSGrenadier_Default( void );
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//AI_SNIPER
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void NPC_BSSniper_Default( void );
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//AI_STORMTROOPER
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void NPC_BSST_Investigate( void );
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void NPC_BSST_Default( void );
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void NPC_BSST_Sleep( void );
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//AI_JEDI
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void NPC_BSJedi_Investigate( void );
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void NPC_BSJedi_Default( void );
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void NPC_BSJedi_FollowLeader( void );
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// AI_DROID
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void NPC_BSDroid_Default( void );
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// AI_ImperialProbe
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void NPC_BSImperialProbe_Default( void );
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// AI_atst
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void NPC_BSATST_Default( void );
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void NPC_BSInterrogator_Default( void );
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// AI Mark 1
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void NPC_BSMark1_Default( void );
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// AI Mark 2
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void NPC_BSMark2_Default( void );
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void NPC_BSMineMonster_Default( void );
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void NPC_BSHowler_Default( void );
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//Utilities
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//Group AI
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#define MAX_FRAME_GROUPS 32
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// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
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class AIGroupMember_t
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{
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public:
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int number;
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int waypoint;
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int pathCostToEnemy;
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int closestBuddy;
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void sg_export(
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ojk::SavedGameHelper& saved_game) const
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{
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saved_game.write<int32_t>(number);
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saved_game.write<int32_t>(waypoint);
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saved_game.write<int32_t>(pathCostToEnemy);
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saved_game.write<int32_t>(closestBuddy);
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}
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void sg_import(
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ojk::SavedGameHelper& saved_game)
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{
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saved_game.read<int32_t>(number);
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saved_game.read<int32_t>(waypoint);
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saved_game.read<int32_t>(pathCostToEnemy);
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saved_game.read<int32_t>(closestBuddy);
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}
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}; // AIGroupMember_t
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#define MAX_GROUP_MEMBERS 32
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// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
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class AIGroupInfo_t
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{
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public:
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int numGroup;
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qboolean processed;
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team_t team;
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gentity_t *enemy;
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int enemyWP;
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int speechDebounceTime;
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int lastClearShotTime;
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int lastSeenEnemyTime;
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int morale;
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int moraleAdjust;
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int moraleDebounce;
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int memberValidateTime;
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int activeMemberNum;
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gentity_t *commander;
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vec3_t enemyLastSeenPos;
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int numState[ NUM_SQUAD_STATES ];
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AIGroupMember_t member[ MAX_GROUP_MEMBERS ];
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void sg_export(
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ojk::SavedGameHelper& saved_game) const
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{
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saved_game.write<int32_t>(numGroup);
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saved_game.write<int32_t>(processed);
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saved_game.write<int32_t>(team);
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saved_game.write<int32_t>(enemy);
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saved_game.write<int32_t>(enemyWP);
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saved_game.write<int32_t>(speechDebounceTime);
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saved_game.write<int32_t>(lastClearShotTime);
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saved_game.write<int32_t>(lastSeenEnemyTime);
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saved_game.write<int32_t>(morale);
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saved_game.write<int32_t>(moraleAdjust);
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saved_game.write<int32_t>(moraleDebounce);
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saved_game.write<int32_t>(memberValidateTime);
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saved_game.write<int32_t>(activeMemberNum);
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saved_game.write<int32_t>(commander);
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saved_game.write<float>(enemyLastSeenPos);
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saved_game.write<int32_t>(numState);
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saved_game.write<>(member);
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}
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void sg_import(
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ojk::SavedGameHelper& saved_game)
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{
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saved_game.read<int32_t>(numGroup);
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saved_game.read<int32_t>(processed);
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saved_game.read<int32_t>(team);
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saved_game.read<int32_t>(enemy);
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saved_game.read<int32_t>(enemyWP);
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saved_game.read<int32_t>(speechDebounceTime);
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saved_game.read<int32_t>(lastClearShotTime);
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saved_game.read<int32_t>(lastSeenEnemyTime);
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saved_game.read<int32_t>(morale);
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saved_game.read<int32_t>(moraleAdjust);
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saved_game.read<int32_t>(moraleDebounce);
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saved_game.read<int32_t>(memberValidateTime);
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saved_game.read<int32_t>(activeMemberNum);
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saved_game.read<int32_t>(commander);
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saved_game.read<float>(enemyLastSeenPos);
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saved_game.read<int32_t>(numState);
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saved_game.read<>(member);
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}
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}; // AIGroupInfo_t
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int AI_GetGroupSize( vec3_t origin, int radius, team_t playerTeam, gentity_t *avoid = NULL );
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int AI_GetGroupSize( gentity_t *ent, int radius );
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void AI_GetGroup( gentity_t *self );
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qboolean AI_CheckEnemyCollision( gentity_t *ent, qboolean takeEnemy = qtrue );
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gentity_t *AI_DistributeAttack( gentity_t *attacker, gentity_t *enemy, team_t team, int threshold );
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#endif //__AI__
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