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95 lines
3.5 KiB
C
95 lines
3.5 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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/*****************************************************************************
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* name: be_ai_goal.h
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*
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* desc: goal AI
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*
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* $Archive: /StarTrek/Code-DM/game/be_ai_goal.h $
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* $Author: Mgummelt $
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* $Revision: 2 $
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* $Modtime: 3/12/01 1:53p $
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* $Date: 3/12/01 4:43p $
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*
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*****************************************************************************/
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#define MAX_AVOIDGOALS 64
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#define MAX_GOALSTACK 8
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#define GFL_NONE 0
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#define GFL_ITEM 1
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#define GFL_ROAM 2
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#define GFL_DROPPED 4
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//a bot goal
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typedef struct bot_goal_s
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{
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vec3_t origin; //!<origin of the goal
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int areanum; //!<area number of the goal
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vec3_t mins, maxs; //!<mins and maxs of the goal
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int entitynum; //!<number of the goal entity
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int number; //!<goal number
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int flags; //!<goal flags
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int iteminfo; //!<item information
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} bot_goal_t;
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//!reset the whole goal state, but keep the item weights
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void BotResetGoalState(int goalstate);
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//!reset avoid goals
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void BotResetAvoidGoals(int goalstate);
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//!remove the goal with the given number from the avoid goals
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void BotRemoveFromAvoidGoals(int goalstate, int number);
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//!push a goal
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void BotPushGoal(int goalstate, bot_goal_t *goal);
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//!pop a goal
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void BotPopGoal(int goalstate);
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//!makes the bot's goal stack empty
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void BotEmptyGoalStack(int goalstate);
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//!dump the avoid goals
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void BotDumpAvoidGoals(int goalstate);
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//!dump the goal stack
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void BotDumpGoalStack(int goalstate);
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//!name of the goal
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void BotGoalName(int number, char *name, int size);
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//!get goal from top of stack
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int BotGetTopGoal(int goalstate, bot_goal_t *goal);
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int BotGetSecondGoal(int goalstate, bot_goal_t *goal);
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//!choose the best long term goal item for the bot
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int BotChooseLTGItem(int goalstate, vec3_t origin, int *inventory, int travelflags, qboolean botRoamsOnly);
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//!choose the best nearby goal item for the bot
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int BotChooseNBGItem(int goalstate, vec3_t origin, int *inventory, int travelflags,
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bot_goal_t *ltg, float maxtime, qboolean botRoamsOnly);
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//!returns true if the bot touches the goal
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int BotTouchingGoal(vec3_t origin, bot_goal_t *goal);
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//!returns true if the goal should be visible but isn't
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int BotItemGoalInVisButNotVisible(int viewer, vec3_t eye, vec3_t viewangles, bot_goal_t *goal);
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//!get some info about a level item
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int BotGetLevelItemGoal(int index, char *classname, bot_goal_t *goal);
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//!get the next camp spot in the map
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int BotGetNextCampSpotGoal(int num, bot_goal_t *goal);
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//!get the map location with the given name
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int BotGetMapLocationGoal(char *name, bot_goal_t *goal);
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//!returns the avoid goal time
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float BotAvoidGoalTime(int goalstate, int number);
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//!initializes the items in the level
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void BotInitLevelItems(void);
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//!regularly update dynamic entity items (dropped weapons, flags etc.)
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void BotUpdateEntityItems(void);
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//!interbreed the goal fuzzy logic
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void BotInterbreedGoalFuzzyLogic(int parent1, int parent2, int child);
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//!save the goal fuzzy logic to disk
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void BotSaveGoalFuzzyLogic(int goalstate, char *filename);
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//!mutate the goal fuzzy logic
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void BotMutateGoalFuzzyLogic(int goalstate, float range);
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//!loads item weights for the bot
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int BotLoadItemWeights(int goalstate, char *filename);
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//!frees the item weights of the bot
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void BotFreeItemWeights(int goalstate);
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//!returns the handle of a newly allocated goal state
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int BotAllocGoalState(int client);
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//!free the given goal state
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void BotFreeGoalState(int handle);
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//!setup the goal AI
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int BotSetupGoalAI(void);
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//!shut down the goal AI
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void BotShutdownGoalAI(void);
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