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143 lines
5.9 KiB
C
143 lines
5.9 KiB
C
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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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: /source/code/botlib/be_ai_move.h $
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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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#define MOVERESULT_BLOCKEDBYAVOIDSPOT 256 //bot is blocked by an avoid spot
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//
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#define MAX_AVOIDREACH 1
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#define MAX_AVOIDSPOTS 32
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// avoid spot types
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#define AVOID_CLEAR 0 //clear all avoid spots
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#define AVOID_ALWAYS 1 //avoid always
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#define AVOID_DONTBLOCK 2 //never totally block
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// restult types
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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 obstructed
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#define RESULTTYPE_INSOLIDAREA 8 //stuck in solid area, this is bad
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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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#define bot_moveresult_t_cleared(x) bot_moveresult_t (x) = {0, 0, 0, 0, 0, 0, 0, {0, 0, 0}, {0, 0, 0}}
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typedef struct bot_avoidspot_s
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{
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vec3_t origin;
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float radius;
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int type;
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} bot_avoidspot_t;
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//resets the whole move state
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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 using the specified type of movement
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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 based on movement towards a goal
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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 before performing any movement
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void BotInitMoveState(int handle, bot_initmove_t *initmove);
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//add a spot to avoid (if type == AVOID_CLEAR all spots are removed)
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void BotAddAvoidSpot(int movestate, vec3_t origin, float radius, int type);
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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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