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109 lines
4.4 KiB
C
109 lines
4.4 KiB
C
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// Copyright (C) 1999-2000 Id Software, Inc.
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//
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/*****************************************************************************
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* name: be_ai_move.h
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*
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* desc: movement AI
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*
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* $Archive: /StarTrek/Code-DM/game/be_ai_move.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 6:27p $
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*
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*****************************************************************************/
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//movement types
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#define MOVE_WALK 1
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#define MOVE_CROUCH 2
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#define MOVE_JUMP 4
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#define MOVE_GRAPPLE 8
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#define MOVE_ROCKETJUMP 16
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#define MOVE_BFGJUMP 32
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//move flags
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#define MFL_BARRIERJUMP 1 //!<bot is performing a barrier jump
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#define MFL_ONGROUND 2 //!<bot is in the ground
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#define MFL_SWIMMING 4 //!<bot is swimming
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#define MFL_AGAINSTLADDER 8 //!<bot is against a ladder
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#define MFL_WATERJUMP 16 //!<bot is waterjumping
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#define MFL_TELEPORTED 32 //!<bot is being teleported
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#define MFL_GRAPPLEPULL 64 //!<bot is being pulled by the grapple
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#define MFL_ACTIVEGRAPPLE 128 //!<bot is using the grapple hook
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#define MFL_GRAPPLERESET 256 //!<bot has reset the grapple
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#define MFL_WALK 512 //!<bot should walk slowly
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//move result flags
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#define MOVERESULT_MOVEMENTVIEW 1 //!<bot uses view for movement
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#define MOVERESULT_SWIMVIEW 2 //!<bot uses view for swimming
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#define MOVERESULT_WAITING 4 //!<bot is waiting for something
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#define MOVERESULT_MOVEMENTVIEWSET 8 //!<bot has set the view in movement code
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#define MOVERESULT_MOVEMENTWEAPON 16 //!<bot uses weapon for movement
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#define MOVERESULT_ONTOPOFOBSTACLE 32 //!<bot is ontop of obstacle
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#define MOVERESULT_ONTOPOF_FUNCBOB 64 //!<bot is ontop of a func_bobbing
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#define MOVERESULT_ONTOPOF_ELEVATOR 128 //!<bot is ontop of an elevator (func_plat)
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//
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#define MAX_AVOIDREACH 1
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//
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#define RESULTTYPE_ELEVATORUP 1 //!<elevator is up
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#define RESULTTYPE_WAITFORFUNCBOBBING 2 //!<waiting for func bobbing to arrive
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#define RESULTTYPE_BADGRAPPLEPATH 4 //!<grapple path is obstructured
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//structure used to initialize the movement state
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//the or_moveflags MFL_ONGROUND, MFL_TELEPORTED and MFL_WATERJUMP come from the playerstate
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typedef struct bot_initmove_s
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{
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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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vec3_t viewoffset; //!<view offset
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int entitynum; //!<entity number of the bot
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int client; //!<client number of the bot
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float thinktime; //!<time the bot thinks
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int presencetype; //!<presencetype of the bot
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vec3_t viewangles; //!<view angles of the bot
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int or_moveflags; //!<values ored to the movement flags
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} bot_initmove_t;
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//NOTE: the ideal_viewangles are only valid if MFL_MOVEMENTVIEW is set
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typedef struct bot_moveresult_s
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{
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int failure; //!<true if movement failed all together
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int type; //!<failure or blocked type
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int blocked; //!<true if blocked by an entity
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int blockentity; //!<entity blocking the bot
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int traveltype; //!<last executed travel type
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int flags; //!<result flags
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int weapon; //!<weapon used for movement
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vec3_t movedir; //!<movement direction
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vec3_t ideal_viewangles; //!<ideal viewangles for the movement
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} bot_moveresult_t;
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//!resets the whole movestate
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void BotResetMoveState(int movestate);
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//!moves the bot to the given goal
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void BotMoveToGoal(bot_moveresult_t *result, int movestate, bot_goal_t *goal, int travelflags);
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//!moves the bot in the specified direction
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int BotMoveInDirection(int movestate, vec3_t dir, float speed, int type);
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//!reset avoid reachability
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void BotResetAvoidReach(int movestate);
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//!resets the last avoid reachability
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void BotResetLastAvoidReach(int movestate);
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//!returns a reachability area if the origin is in one
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int BotReachabilityArea(vec3_t origin, int client);
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//!view target based on movement
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int BotMovementViewTarget(int movestate, bot_goal_t *goal, int travelflags, float lookahead, vec3_t target);
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//!predict the position of a player
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int BotPredictVisiblePosition(vec3_t origin, int areanum, bot_goal_t *goal, int travelflags, vec3_t target);
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//!returns the handle of a newly allocated movestate
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int BotAllocMoveState(void);
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//!frees the movestate with the given handle
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void BotFreeMoveState(int handle);
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//!initialize movement state
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void BotInitMoveState(int handle, bot_initmove_t *initmove);
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//!must be called every map change
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void BotSetBrushModelTypes(void);
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//!setup movement AI
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int BotSetupMoveAI(void);
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//!shutdown movement AI
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void BotShutdownMoveAI(void);
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