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226 lines
11 KiB
C
226 lines
11 KiB
C
// 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: /StarTrek/Code-DM/game/ai_main.h $
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* $Author: Jmonroe $
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* $Revision: 1 $
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* $Modtime: 1/21/00 10:12p $
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* $Date: 1/25/00 6:26p $
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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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//some goal dedication times
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#define TEAM_HELP_TIME 10 //!<1 minute teamplay help time
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#define TEAM_ACCOMPANY_TIME 10 //!<10 minutes teamplay accompany time
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#define TEAM_DEFENDKEYAREA_TIME 600 //!<5 minutes ctf defend base time
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#define TEAM_CAMP_TIME 10 //!<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 10 //!<1 minute
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#define TEAM_KILL_SOMEONE 10 //!<3 minute to kill someone
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#define CTF_GETFLAG_TIME 600 //!<5 minutes ctf get flag time
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#define CTF_RUSHBASE_TIME 600 //!<2 minutes ctf rush base time
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#define CTF_RETURNFLAG_TIME 600 //!<3 minutes to return the flag
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#define CTF_ROAM_TIME 600 //!<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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//CTF task preference
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#define CTFTP_DEFENDER 1
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#define CTFTP_ATTACKER 2
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//CTF strategy
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#define CTFS_PASSIVE 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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//!check points
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typedef struct bot_waypoint_s
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{
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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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//!bot state
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typedef struct bot_state_s
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{
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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[1024]; //!<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 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 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 activate_time; //!<time to activate something
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float activatemessage_time; //!<time to show activate message
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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 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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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 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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//
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int teammate; //!<team mate
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bot_goal_t teamgoal; //!<the team 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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//
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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 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_goal_t activategoal; //!<goal to activate (buttons etc.)
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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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// from the game source
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void QDECL BotAI_Print(int type, char *fmt, ...);
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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, 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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