mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-10 06:31:42 +00:00
191 lines
7.4 KiB
C
191 lines
7.4 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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/*****************************************************************************
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* name: ai_dmq3.h
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*
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* desc: Quake3 bot AI
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*
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* $Archive: /Code/DLLs/game/ai_dmq3.h $
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* $Author: Jwaters $
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* $Revision: 2 $
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* $Modtime: 8/25/02 1:03p $
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* $Date: 8/25/02 6:26p $
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*
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*****************************************************************************/
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//setup the deathmatch AI
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void BotSetupDeathmatchAI(void);
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//shutdown the deathmatch AI
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void BotShutdownDeathmatchAI(void);
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//let the bot live within it's deathmatch AI net
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void BotDeathmatchAI(bot_state_t *bs, float thinktime);
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//free waypoints
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void BotFreeWaypoints(bot_waypoint_t *wp);
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//choose a weapon
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void BotChooseWeapon(bot_state_t *bs);
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//setup movement stuff
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void BotSetupForMovement(bot_state_t *bs);
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//update the inventory
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void BotUpdateInventory(bot_state_t *bs);
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//update the inventory during battle
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void BotUpdateBattleInventory(bot_state_t *bs, int enemy);
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//use holdable items during battle
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void BotBattleUseItems(bot_state_t *bs);
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//return true if the bot is dead
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qboolean BotIsDead(bot_state_t *bs);
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//returns true if the bot is in observer mode
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qboolean BotIsObserver(bot_state_t *bs);
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//returns true if the bot is in the intermission
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qboolean BotIntermission(bot_state_t *bs);
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//returns true if the bot is in lava or slime
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qboolean BotInLavaOrSlime(bot_state_t *bs);
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//returns true if the entity is dead
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qboolean EntityIsDead(aas_entityinfo_t *entinfo);
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//returns true if the entity is invisible
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qboolean EntityIsInvisible(aas_entityinfo_t *entinfo);
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//returns true if the entity is shooting
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qboolean EntityIsShooting(aas_entityinfo_t *entinfo);
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#ifdef MISSIONPACK
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//returns true if this entity has the kamikaze
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qboolean EntityHasKamikaze(aas_entityinfo_t *entinfo);
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#endif
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// set a user info key/value pair
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void BotSetUserInfo(bot_state_t *bs, char *key, char *value);
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// set the team status (offense, defense etc.)
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void BotSetTeamStatus(bot_state_t *bs);
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//returns the name of the client
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char *ClientName(int client, char *name, int size);
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//returns an simplyfied client name
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char *EasyClientName(int client, char *name, int size);
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//returns the skin used by the client
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char *ClientSkin(int client, char *skin, int size);
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// returns the appropriate synonym context for the current game type and situation
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int BotSynonymContext(bot_state_t *bs);
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// set last ordered task
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int BotSetLastOrderedTask(bot_state_t *bs);
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// selection of goals for teamplay
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void BotTeamGoals(bot_state_t *bs, int retreat);
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//returns the aggression of the bot in the range [0, 100]
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float BotAggression(bot_state_t *bs);
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//returns how bad the bot feels
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float BotFeelingBad(bot_state_t *bs);
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//returns true if the bot wants to retreat
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int BotWantsToRetreat(bot_state_t *bs);
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//returns true if the bot wants to chase
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int BotWantsToChase(bot_state_t *bs);
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//returns true if the bot wants to help
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int BotWantsToHelp(bot_state_t *bs);
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//returns true if the bot can and wants to rocketjump
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int BotCanAndWantsToRocketJump(bot_state_t *bs);
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// returns true if the bot has a persistant powerup and a weapon
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int BotHasPersistantPowerupAndWeapon(bot_state_t *bs);
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//returns true if the bot wants to and goes camping
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int BotWantsToCamp(bot_state_t *bs);
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//the bot will perform attack movements
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bot_moveresult_t BotAttackMove(bot_state_t *bs, int tfl);
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//returns true if the bot and the entity are in the same team
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int BotSameTeam(bot_state_t *bs, int entnum);
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//returns true if teamplay is on
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int TeamPlayIsOn(void);
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// returns the client number of the team mate flag carrier (-1 if none)
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int BotTeamFlagCarrier(bot_state_t *bs);
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//returns visible team mate flag carrier if available
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int BotTeamFlagCarrierVisible(bot_state_t *bs);
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//returns visible enemy flag carrier if available
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int BotEnemyFlagCarrierVisible(bot_state_t *bs);
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//get the number of visible teammates and enemies
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void BotVisibleTeamMatesAndEnemies(bot_state_t *bs, int *teammates, int *enemies, float range);
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//returns true if within the field of vision for the given angles
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qboolean InFieldOfVision(vec3_t viewangles, float fov, vec3_t angles);
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//returns true and sets the .enemy field when an enemy is found
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int BotFindEnemy(bot_state_t *bs, int curenemy);
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//returns a roam goal
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void BotRoamGoal(bot_state_t *bs, vec3_t goal);
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//returns entity visibility in the range [0, 1]
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float BotEntityVisible(int viewer, vec3_t eye, vec3_t viewangles, float fov, int ent);
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//the bot will aim at the current enemy
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void BotAimAtEnemy(bot_state_t *bs);
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//check if the bot should attack
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void BotCheckAttack(bot_state_t *bs);
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//AI when the bot is blocked
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void BotAIBlocked(bot_state_t *bs, bot_moveresult_t *moveresult, int activate);
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//AI to predict obstacles
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int BotAIPredictObstacles(bot_state_t *bs, bot_goal_t *goal);
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//enable or disable the areas the blocking entity is in
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void BotEnableActivateGoalAreas(bot_activategoal_t *activategoal, int enable);
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//pop an activate goal from the stack
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int BotPopFromActivateGoalStack(bot_state_t *bs);
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//clear the activate goal stack
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void BotClearActivateGoalStack(bot_state_t *bs);
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//returns the team the bot is in
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int BotTeam(bot_state_t *bs);
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//retuns the opposite team of the bot
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int BotOppositeTeam(bot_state_t *bs);
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//returns the flag the bot is carrying (CTFFLAG_?)
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int BotCTFCarryingFlag(bot_state_t *bs);
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//remember the last ordered task
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void BotRememberLastOrderedTask(bot_state_t *bs);
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//set ctf goals (defend base, get enemy flag) during seek
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void BotCTFSeekGoals(bot_state_t *bs);
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//set ctf goals (defend base, get enemy flag) during retreat
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void BotCTFRetreatGoals(bot_state_t *bs);
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//
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#ifdef MISSIONPACK
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int Bot1FCTFCarryingFlag(bot_state_t *bs);
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int BotHarvesterCarryingCubes(bot_state_t *bs);
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void Bot1FCTFSeekGoals(bot_state_t *bs);
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void Bot1FCTFRetreatGoals(bot_state_t *bs);
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void BotObeliskSeekGoals(bot_state_t *bs);
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void BotObeliskRetreatGoals(bot_state_t *bs);
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void BotGoHarvest(bot_state_t *bs);
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void BotHarvesterSeekGoals(bot_state_t *bs);
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void BotHarvesterRetreatGoals(bot_state_t *bs);
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int BotTeamCubeCarrierVisible(bot_state_t *bs);
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int BotEnemyCubeCarrierVisible(bot_state_t *bs);
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#endif
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//get a random alternate route goal towards the given base
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int BotGetAlternateRouteGoal(bot_state_t *bs, int base);
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//returns either the alternate route goal or the given goal
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bot_goal_t *BotAlternateRoute(bot_state_t *bs, bot_goal_t *goal);
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//create a new waypoint
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bot_waypoint_t *BotCreateWayPoint(char *name, vec3_t origin, int areanum);
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//find a waypoint with the given name
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bot_waypoint_t *BotFindWayPoint(bot_waypoint_t *waypoints, char *name);
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//strstr but case insensitive
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char *stristr(char *str, char *charset);
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//returns the number of the client with the given name
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int ClientFromName(char *name);
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int ClientOnSameTeamFromName(bot_state_t *bs, char *name);
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//
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int BotPointAreaNum(vec3_t origin);
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//
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void BotMapScripts(bot_state_t *bs);
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//ctf flags
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#define CTF_FLAG_NONE 0
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#define CTF_FLAG_RED 1
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#define CTF_FLAG_BLUE 2
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//CTF skins
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#define CTF_SKIN_REDTEAM "red"
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#define CTF_SKIN_BLUETEAM "blue"
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extern int gametype; //game type
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//extern int maxclients; //maximum number of clients
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extern vmCvar_t bot_grapple;
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extern vmCvar_t bot_rocketjump;
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extern vmCvar_t bot_fastchat;
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extern vmCvar_t bot_nochat;
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extern vmCvar_t bot_testrchat;
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extern vmCvar_t bot_challenge;
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extern vmCvar_t bot_showstates;
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extern bot_goal_t ctf_redflag;
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extern bot_goal_t ctf_blueflag;
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#ifdef MISSIONPACK
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extern bot_goal_t ctf_neutralflag;
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extern bot_goal_t redobelisk;
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extern bot_goal_t blueobelisk;
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extern bot_goal_t neutralobelisk;
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#endif
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