rpgxef/code/game/be_ai_goal.h

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