mirror of
https://github.com/UberGames/RPG-X2.git
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475 lines
19 KiB
C
475 lines
19 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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/*****************************************************************************
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* name: botlib.h
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*
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* desc: bot AI library
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*
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* $Archive: /StarTrek/Code-DM/game/botlib.h $
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* $Author: Mgummelt $
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* $Revision: 4 $
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* $Modtime: 3/12/01 3:08p $
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* $Date: 3/12/01 4:43p $
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*
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*****************************************************************************/
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#define BOTLIB_API_VERSION 2
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struct aas_clientmove_s;
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struct aas_entityinfo_s;
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struct bot_consolemessage_s;
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struct bot_match_s;
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struct bot_goal_s;
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struct bot_moveresult_s;
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struct bot_initmove_s;
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struct weaponinfo_s;
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//debug line colors
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#define LINECOLOR_NONE -1
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#define LINECOLOR_RED 1//0xf2f2f0f0L
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#define LINECOLOR_GREEN 2//0xd0d1d2d3L
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#define LINECOLOR_BLUE 3//0xf3f3f1f1L
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#define LINECOLOR_YELLOW 4//0xdcdddedfL
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#define LINECOLOR_ORANGE 5//0xe0e1e2e3L
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//Print types
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#define PRT_MESSAGE 1
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#define PRT_WARNING 2
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#define PRT_ERROR 3
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#define PRT_FATAL 4
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#define PRT_EXIT 5
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//console message types
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#define CMS_NORMAL 0
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#define CMS_CHAT 1
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//botlib error codes
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#define BLERR_NOERROR 0 //!<no error
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#define BLERR_LIBRARYNOTSETUP 1 //!<library not setup
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#define BLERR_INVALIDENTITYNUMBER 2 //!<invalid entity number
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#define BLERR_NOAASFILE 3 //!<no AAS file available
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#define BLERR_CANNOTOPENAASFILE 4 //!<cannot open AAS file
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#define BLERR_WRONGAASFILEID 5 //!<incorrect AAS file id
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#define BLERR_WRONGAASFILEVERSION 6 //!<incorrect AAS file version
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#define BLERR_CANNOTREADAASLUMP 7 //!<cannot read AAS file lump
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#define BLERR_CANNOTLOADICHAT 8 //!<cannot load initial chats
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#define BLERR_CANNOTLOADITEMWEIGHTS 9 //!<cannot load item weights
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#define BLERR_CANNOTLOADITEMCONFIG 10 //!<cannot load item config
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#define BLERR_CANNOTLOADWEAPONWEIGHTS 11 //!<cannot load weapon weights
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#define BLERR_CANNOTLOADWEAPONCONFIG 12 //!<cannot load weapon config
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//action flags
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#define ACTION_ATTACK 1
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#define ACTION_USE 2
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#define ACTION_RESPAWN 4
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#define ACTION_JUMP 8
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#define ACTION_MOVEUP 8
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#define ACTION_CROUCH 16
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#define ACTION_MOVEDOWN 16
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#define ACTION_MOVEFORWARD 32
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#define ACTION_MOVEBACK 64
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#define ACTION_MOVELEFT 128
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#define ACTION_MOVERIGHT 256
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#define ACTION_DELAYEDJUMP 512
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#define ACTION_TALK 1024
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#define ACTION_GESTURE 2048
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#define ACTION_WALK 4096
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#define ACTION_ALT_ATTACK 8192
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/**
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* the bot input, will be converted to an usercmd_t
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*/
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typedef struct bot_input_s
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{
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float thinktime; //!<time since last output (in seconds)
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vec3_t dir; //!<movement direction
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float speed; //!<speed in the range [0, 400]
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vec3_t viewangles; //!<the view angles
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int actionflags; //!<one of the ACTION_? flags
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int weapon; //!<weapon to use
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} bot_input_t;
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#ifndef BSPTRACE
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#define BSPTRACE
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/**
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* bsp_trace_t hit surface
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*/
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typedef struct bsp_surface_s
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{
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char name[16];
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int flags;
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int value;
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} bsp_surface_t;
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//remove the bsp_trace_s structure definition l8r on
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/**
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* a trace is returned when a box is swept through the world
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*/
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typedef struct bsp_trace_s
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{
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qboolean allsolid; //!< if true, plane is not valid
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qboolean startsolid; //!< if true, the initial point was in a solid area
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float fraction; //!< time completed, 1.0 = didn't hit anything
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vec3_t endpos; //!< final position
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cplane_t plane; //!< surface normal at impact
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float exp_dist; //!< expanded plane distance
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int sidenum; //!< number of the brush side hit
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bsp_surface_t surface; //!< the hit point surface
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int contents; //!< contents on other side of surface hit
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int ent; //!< number of entity hit
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} bsp_trace_t;
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#endif // BSPTRACE
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/**
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* entitystate for bots
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*/
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typedef struct bot_entitystate_s
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{
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int type; // entity type
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int flags; // entity flags
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vec3_t origin; // origin of the entity
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vec3_t angles; // angles of the model
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vec3_t old_origin; // for lerping
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vec3_t mins; // bounding box minimums
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vec3_t maxs; // bounding box maximums
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int groundent; // ground entity
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int solid; // solid type
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int modelindex; // model used
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int modelindex2; // weapons, CTF flags, etc
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int frame; // model frame number
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int event; // impulse events -- muzzle flashes, footsteps, etc
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int eventParm; // even parameter
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int powerups; // bit flags
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int weapon; // determines weapon and flash model, etc
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int legsAnim; // mask off ANIM_TOGGLEBIT
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int torsoAnim; // mask off ANIM_TOGGLEBIT
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} bot_entitystate_t;
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/**
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* bot AI library exported functions
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*/
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typedef struct botlib_import_s
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{
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//!print messages from the bot library
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void (QDECL *Print)(int type, char *fmt, ...);
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//!trace a bbox through the world
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void (*Trace)(bsp_trace_t *trace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int passent, int contentmask);
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//!trace a bbox against a specific entity
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void (*EntityTrace)(bsp_trace_t *trace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int entnum, int contentmask);
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//!retrieve the contents at the given point
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int (*PointContents)(vec3_t point);
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//!check if the point is in potential visible sight
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int (*inPVS)(vec3_t p1, vec3_t p2);
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//!retrieve the BSP entity data lump
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char *(*BSPEntityData)(void);
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//
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void (*BSPModelMinsMaxsOrigin)(int modelnum, vec3_t angles, vec3_t mins, vec3_t maxs, vec3_t origin);
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//!send a bot client command
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void (*BotClientCommand)(int client, char *command);
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//memory allocation
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void *(*GetMemory)(int size);
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void (*FreeMemory)(void *ptr);
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void *(*HunkAlloc)(int size);
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//file system access
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int (*FS_FOpenFile)( const char *qpath, fileHandle_t *file, fsMode_t mode );
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int (*FS_Read)( void *buffer, int len, fileHandle_t f );
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int (*FS_Write)( const void *buffer, int len, fileHandle_t f );
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void (*FS_FCloseFile)( fileHandle_t f );
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int (*FS_Seek)( fileHandle_t f, long offset, int origin );
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//debug visualisation stuff
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int (*DebugLineCreate)(void);
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void (*DebugLineDelete)(int line);
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void (*DebugLineShow)(int line, vec3_t start, vec3_t end, int color);
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//
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int (*DebugPolygonCreate)(int color, int numPoints, vec3_t *points);
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void (*DebugPolygonDelete)(int id);
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} botlib_import_t;
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/**
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* needed for bot navigation
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*/
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typedef struct aas_export_s
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{
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//-----------------------------------
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// be_aas_entity.h
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//-----------------------------------
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void (*AAS_EntityInfo)(int entnum, struct aas_entityinfo_s *info);
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//-----------------------------------
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// be_aas_main.h
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//-----------------------------------
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int (*AAS_Initialized)(void);
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void (*AAS_PresenceTypeBoundingBox)(int presencetype, vec3_t mins, vec3_t maxs);
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float (*AAS_Time)(void);
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//--------------------------------------------
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// be_aas_sample.c
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//--------------------------------------------
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int (*AAS_PointAreaNum)(vec3_t point);
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int (*AAS_TraceAreas)(vec3_t start, vec3_t end, int *areas, vec3_t *points, int maxareas);
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//--------------------------------------------
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// be_aas_bspq3.c
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//--------------------------------------------
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int (*AAS_PointContents)(vec3_t point);
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int (*AAS_NextBSPEntity)(int ent);
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int (*AAS_ValueForBSPEpairKey)(int ent, char *key, char *value, int size);
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int (*AAS_VectorForBSPEpairKey)(int ent, char *key, vec3_t v);
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int (*AAS_FloatForBSPEpairKey)(int ent, char *key, float *value);
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int (*AAS_IntForBSPEpairKey)(int ent, char *key, int *value);
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//--------------------------------------------
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// be_aas_reach.c
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//--------------------------------------------
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int (*AAS_AreaReachability)(int areanum);
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//--------------------------------------------
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// be_aas_route.c
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//--------------------------------------------
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int (*AAS_AreaTravelTimeToGoalArea)(int areanum, vec3_t origin, int goalareanum, int travelflags);
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//--------------------------------------------
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// be_aas_move.c
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//--------------------------------------------
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int (*AAS_Swimming)(vec3_t origin);
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int (*AAS_PredictClientMovement)(struct aas_clientmove_s *move,
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int entnum, vec3_t origin,
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int presencetype, int onground,
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vec3_t velocity, vec3_t cmdmove,
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int cmdframes,
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int maxframes, float frametime,
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int stopevent, int stopareanum, int visualize);
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} aas_export_t;
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/**
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*
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*/
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typedef struct ea_export_s
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{
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//ClientCommand elementary actions
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void (*EA_Say)(int client, char *str);
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void (*EA_SayTeam)(int client, char *str);
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void (*EA_SayClass)(int client, char *str);
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void (*EA_UseItem)(int client, char *it);
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void (*EA_DropItem)(int client, char *it);
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void (*EA_UseInv)(int client, char *inv);
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void (*EA_DropInv)(int client, char *inv);
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void (*EA_Gesture)(int client);
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void (*EA_Command)(int client, char *command );
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//regular elementary actions
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void (*EA_SelectWeapon)(int client, int weapon);
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void (*EA_Talk)(int client);
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void (*EA_Attack)(int client);
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void (*EA_Alt_Attack)(int client);
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void (*EA_Use)(int client);
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void (*EA_Respawn)(int client);
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void (*EA_Jump)(int client);
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void (*EA_DelayedJump)(int client);
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void (*EA_Crouch)(int client);
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void (*EA_MoveUp)(int client);
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void (*EA_MoveDown)(int client);
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void (*EA_MoveForward)(int client);
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void (*EA_MoveBack)(int client);
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void (*EA_MoveLeft)(int client);
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void (*EA_MoveRight)(int client);
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void (*EA_Move)(int client, vec3_t dir, float speed);
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void (*EA_View)(int client, vec3_t viewangles);
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//send regular input to the server
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void (*EA_EndRegular)(int client, float thinktime);
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void (*EA_GetInput)(int client, float thinktime, bot_input_t *input);
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void (*EA_ResetInput)(int client);
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} ea_export_t;
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/**
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*
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*/
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typedef struct ai_export_s
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{
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//-----------------------------------
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// be_ai_char.h
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//-----------------------------------
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int (*BotLoadCharacter)(char *charfile, int skill);
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void (*BotFreeCharacter)(int character);
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float (*Characteristic_Float)(int character, int index);
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float (*Characteristic_BFloat)(int character, int index, float min, float max);
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int (*Characteristic_Integer)(int character, int index);
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int (*Characteristic_BInteger)(int character, int index, int min, int max);
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void (*Characteristic_String)(int character, int index, char *buf, int size);
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//-----------------------------------
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// be_ai_chat.h
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//-----------------------------------
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int (*BotAllocChatState)(void);
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void (*BotFreeChatState)(int handle);
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void (*BotQueueConsoleMessage)(int chatstate, int type, char *message);
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void (*BotRemoveConsoleMessage)(int chatstate, int handle);
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int (*BotNextConsoleMessage)(int chatstate, struct bot_consolemessage_s *cm);
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int (*BotNumConsoleMessages)(int chatstate);
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void (*BotInitialChat)(int chatstate, char *type, int mcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7);
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int (*BotNumInitialChats)(int chatstate, char *type);
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int (*BotReplyChat)(int chatstate, char *message, int mcontext, int vcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7);
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int (*BotChatLength)(int chatstate);
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void (*BotEnterChat)(int chatstate, int client, int sendto);
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void (*BotGetChatMessage)(int chatstate, char *buf, int size);
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int (*StringContains)(char *str1, char *str2, int casesensitive);
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int (*BotFindMatch)(char *str, struct bot_match_s *match, unsigned long int context);
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void (*BotMatchVariable)(struct bot_match_s *match, int variable, char *buf, int size);
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void (*UnifyWhiteSpaces)(char *string);
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void (*BotReplaceSynonyms)(char *string, unsigned long int context);
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int (*BotLoadChatFile)(int chatstate, char *chatfile, char *chatname);
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void (*BotSetChatGender)(int chatstate, int gender);
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void (*BotSetChatName)(int chatstate, char *name);
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//-----------------------------------
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// be_ai_goal.h
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//-----------------------------------
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void (*BotResetGoalState)(int goalstate);
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void (*BotResetAvoidGoals)(int goalstate);
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void (*BotRemoveFromAvoidGoals)(int goalstate, int number);
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void (*BotPushGoal)(int goalstate, struct bot_goal_s *goal);
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void (*BotPopGoal)(int goalstate);
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void (*BotEmptyGoalStack)(int goalstate);
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void (*BotDumpAvoidGoals)(int goalstate);
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void (*BotDumpGoalStack)(int goalstate);
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void (*BotGoalName)(int number, char *name, int size);
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int (*BotGetTopGoal)(int goalstate, struct bot_goal_s *goal);
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int (*BotGetSecondGoal)(int goalstate, struct bot_goal_s *goal);
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int (*BotChooseLTGItem)(int goalstate, vec3_t origin, int *inventory, int travelflags, qboolean botRoamsOnly);
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int (*BotChooseNBGItem)(int goalstate, vec3_t origin, int *inventory, int travelflags,
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struct bot_goal_s *ltg, float maxtime, qboolean botRoamsOnly);
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int (*BotTouchingGoal)(vec3_t origin, struct bot_goal_s *goal);
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int (*BotItemGoalInVisButNotVisible)(int viewer, vec3_t eye, vec3_t viewangles, struct bot_goal_s *goal);
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int (*BotGetLevelItemGoal)(int index, char *classname, struct bot_goal_s *goal);
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int (*BotGetNextCampSpotGoal)(int num, struct bot_goal_s *goal);
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int (*BotGetMapLocationGoal)(char *name, struct bot_goal_s *goal);
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float (*BotAvoidGoalTime)(int goalstate, int number);
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void (*BotInitLevelItems)(void);
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void (*BotUpdateEntityItems)(void);
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int (*BotLoadItemWeights)(int goalstate, char *filename);
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void (*BotFreeItemWeights)(int goalstate);
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void (*BotInterbreedGoalFuzzyLogic)(int parent1, int parent2, int child);
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void (*BotSaveGoalFuzzyLogic)(int goalstate, char *filename);
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void (*BotMutateGoalFuzzyLogic)(int goalstate, float range);
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int (*BotAllocGoalState)(int client);
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void (*BotFreeGoalState)(int handle);
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//-----------------------------------
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// be_ai_move.h
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//-----------------------------------
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void (*BotResetMoveState)(int movestate);
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void (*BotMoveToGoal)(struct bot_moveresult_s *result, int movestate, struct bot_goal_s *goal, int travelflags);
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int (*BotMoveInDirection)(int movestate, vec3_t dir, float speed, int type);
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void (*BotResetAvoidReach)(int movestate);
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void (*BotResetLastAvoidReach)(int movestate);
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int (*BotReachabilityArea)(vec3_t origin, int testground);
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int (*BotMovementViewTarget)(int movestate, struct bot_goal_s *goal, int travelflags, float lookahead, vec3_t target);
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int (*BotPredictVisiblePosition)(vec3_t origin, int areanum, struct bot_goal_s *goal, int travelflags, vec3_t target);
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int (*BotAllocMoveState)(void);
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void (*BotFreeMoveState)(int handle);
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void (*BotInitMoveState)(int handle, struct bot_initmove_s *initmove);
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//-----------------------------------
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// be_ai_weap.h
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//-----------------------------------
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int (*BotChooseBestFightWeapon)(int weaponstate, int *inventory, qboolean meleeRange);
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void (*BotGetWeaponInfo)(int weaponstate, int weapon, struct weaponinfo_s *weaponinfo);
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int (*BotLoadWeaponWeights)(int weaponstate, char *filename);
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int (*BotAllocWeaponState)(void);
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void (*BotFreeWeaponState)(int weaponstate);
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void (*BotResetWeaponState)(int weaponstate);
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//-----------------------------------
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// be_ai_gen.h
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//-----------------------------------
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int (*GeneticParentsAndChildSelection)(int numranks, float *ranks, int *parent1, int *parent2, int *child);
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} ai_export_t;
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/**
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* bot AI library imported functions
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*/
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typedef struct botlib_export_s
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{
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//!Area Awareness System functions
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aas_export_t aas;
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//!Elementary Action functions
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ea_export_t ea;
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//!AI functions
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ai_export_t ai;
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//!setup the bot library, returns BLERR_
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int (*BotLibSetup)(void);
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//!shutdown the bot library, returns BLERR_
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int (*BotLibShutdown)(void);
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//!sets a library variable returns BLERR_
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int (*BotLibVarSet)(char *var_name, char *value);
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//!gets a library variable returns BLERR_
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int (*BotLibVarGet)(char *var_name, char *value, int size);
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//!sets a C-like define returns BLERR_
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int (*BotLibDefine)(char *string);
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//!start a frame in the bot library
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int (*BotLibStartFrame)(float time);
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//!load a new map in the bot library
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int (*BotLibLoadMap)(const char *mapname);
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//!entity updates
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int (*BotLibUpdateEntity)(int ent, bot_entitystate_t *state);
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//!just for testing
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int (*Test)(int parm0, char *parm1, vec3_t parm2, vec3_t parm3);
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} botlib_export_t;
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//linking of bot library
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botlib_export_t *GetBotLibAPI( int apiVersion, botlib_import_t *import );
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/* Library variables:
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name: default: module(s): description:
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"basedir" "" l_utils.c base directory
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"gamedir" "" l_utils.c game directory
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"cddir" "" l_utils.c CD directory
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"log" "0" l_log.c enable/disable creating a log file
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"maxclients" "4" be_interface.c maximum number of clients
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"maxentities" "1024" be_interface.c maximum number of entities
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"bot_developer" "0" be_interface.c bot developer mode
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"sv_friction" "6" be_aas_move.c ground friction
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"sv_stopspeed" "100" be_aas_move.c stop speed
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"sv_gravity" "800" be_aas_move.c gravity value
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"sv_waterfriction" "1" be_aas_move.c water friction
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"sv_watergravity" "400" be_aas_move.c gravity in water
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"sv_maxvelocity" "320" be_aas_move.c maximum velocity
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"sv_maxwalkvelocity" "320" be_aas_move.c maximum walk velocity
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"sv_maxcrouchvelocity" "100" be_aas_move.c maximum crouch velocity
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"sv_maxswimvelocity" "150" be_aas_move.c maximum swim velocity
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"sv_walkaccelerate" "10" be_aas_move.c walk acceleration
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"sv_airaccelerate" "1" be_aas_move.c air acceleration
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"sv_swimaccelerate" "4" be_aas_move.c swim acceleration
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"sv_maxstep" "18" be_aas_move.c maximum step height
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"sv_maxsteepness" "0.7" be_aas_move.c maximum floor steepness
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"sv_maxbarrier" "32" be_aas_move.c maximum barrier height
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"sv_maxwaterjump" "19" be_aas_move.c maximum waterjump height
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"sv_jumpvel" "270" be_aas_move.c jump z velocity
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"max_aaslinks" "4096" be_aas_sample.c maximum links in the AAS
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"max_routingcache" "4096" be_aas_route.c maximum routing cache size in KB
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"forceclustering" "0" be_aas_main.c force recalculation of clusters
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"forcereachability" "0" be_aas_main.c force recalculation of reachabilities
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"forcewrite" "0" be_aas_main.c force writing of aas file
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"aasoptimize" "0" be_aas_main.c enable aas optimization
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"sv_mapChecksum" "0" be_aas_main.c BSP file checksum
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"bot_visualizejumppads" "0" be_aas_reach.c visualize jump pads
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"bot_reloadcharacters" "0" - reload bot character files
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"ai_gametype" "0" be_ai_goal.c game type
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"weapindex_rocketlauncher" "5" be_ai_move.c rl weapon index for rocket jumping
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"weapindex_bfg10k" "9" be_ai_move.c bfg weapon index for bfg jumping
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"weapindex_grapple" "10" be_ai_move.c grapple weapon index for grappling
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"entitytypemissile" "3" be_ai_move.c ET_MISSILE
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"offhandgrapple" "0" be_ai_move.c enable off hand grapple hook
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"cmd_grappleon" "grappleon" be_ai_move.c command to activate off hand grapple
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"cmd_grappleoff" "grappleoff" be_ai_move.c command to deactivate off hand grapple
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"itemconfig" "items.c" be_ai_goal.c item configuration file
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"weaponconfig" "weapons.c" be_ai_weap.c weapon configuration file
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"synfile" "syn.c" be_ai_chat.c file with synonyms
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"rndfile" "rnd.c" be_ai_chat.c file with random strings
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"matchfile" "match.c" be_ai_chat.c file with match strings
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"nochat" "0" be_ai_chat.c disable chats
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"max_messages" "1024" be_ai_chat.c console message heap size
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"max_weaponinfo" "32" be_ai_weap.c maximum number of weapon info
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"max_projectileinfo" "32" be_ai_weap.c maximum number of projectile info
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"max_iteminfo" "256" be_ai_goal.c maximum number of item info
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"max_levelitems" "256" be_ai_goal.c maximum number of level items
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*/
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