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https://github.com/UberGames/rpgxEF.git
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a39565b783
... not quite content with where the project files lie but it is ok for now. ... compiling works fine so far (only tested mingw32 right now)
95 lines
3.5 KiB
C
95 lines
3.5 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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/*****************************************************************************
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* name: be_ai_goal.h
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*
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* desc: goal AI
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*
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* $Archive: /StarTrek/Code-DM/game/be_ai_goal.h $
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* $Author: Mgummelt $
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* $Revision: 2 $
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* $Modtime: 3/12/01 1:53p $
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* $Date: 3/12/01 4:43p $
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*
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*****************************************************************************/
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#define MAX_AVOIDGOALS 64
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#define MAX_GOALSTACK 8
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#define GFL_NONE 0
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#define GFL_ITEM 1
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#define GFL_ROAM 2
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#define GFL_DROPPED 4
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//a bot goal
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typedef struct bot_goal_s
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{
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vec3_t origin; //!<origin of the goal
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int areanum; //!<area number of the goal
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vec3_t mins, maxs; //!<mins and maxs of the goal
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int entitynum; //!<number of the goal entity
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int number; //!<goal number
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int flags; //!<goal flags
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int iteminfo; //!<item information
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} bot_goal_t;
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//!reset the whole goal state, but keep the item weights
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void BotResetGoalState(int goalstate);
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//!reset avoid goals
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void BotResetAvoidGoals(int goalstate);
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//!remove the goal with the given number from the avoid goals
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void BotRemoveFromAvoidGoals(int goalstate, int number);
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//!push a goal
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void BotPushGoal(int goalstate, bot_goal_t *goal);
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//!pop a goal
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void BotPopGoal(int goalstate);
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//!makes the bot's goal stack empty
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void BotEmptyGoalStack(int goalstate);
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//!dump the avoid goals
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void BotDumpAvoidGoals(int goalstate);
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//!dump the goal stack
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void BotDumpGoalStack(int goalstate);
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//!name of the goal
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void BotGoalName(int number, char *name, int size);
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//!get goal from top of stack
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int BotGetTopGoal(int goalstate, bot_goal_t *goal);
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int BotGetSecondGoal(int goalstate, bot_goal_t *goal);
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//!choose the best long term goal item for the bot
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int BotChooseLTGItem(int goalstate, vec3_t origin, int *inventory, int travelflags, qboolean botRoamsOnly);
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//!choose the best nearby goal item for the bot
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int BotChooseNBGItem(int goalstate, vec3_t origin, int *inventory, int travelflags,
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bot_goal_t *ltg, float maxtime, qboolean botRoamsOnly);
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//!returns true if the bot touches the goal
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int BotTouchingGoal(vec3_t origin, bot_goal_t *goal);
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//!returns true if the goal should be visible but isn't
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int BotItemGoalInVisButNotVisible(int viewer, vec3_t eye, vec3_t viewangles, bot_goal_t *goal);
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//!get some info about a level item
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int BotGetLevelItemGoal(int index, char *classname, bot_goal_t *goal);
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//!get the next camp spot in the map
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int BotGetNextCampSpotGoal(int num, bot_goal_t *goal);
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//!get the map location with the given name
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int BotGetMapLocationGoal(char *name, bot_goal_t *goal);
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//!returns the avoid goal time
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float BotAvoidGoalTime(int goalstate, int number);
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//!initializes the items in the level
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void BotInitLevelItems(void);
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//!regularly update dynamic entity items (dropped weapons, flags etc.)
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void BotUpdateEntityItems(void);
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//!interbreed the goal fuzzy logic
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void BotInterbreedGoalFuzzyLogic(int parent1, int parent2, int child);
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//!save the goal fuzzy logic to disk
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void BotSaveGoalFuzzyLogic(int goalstate, char *filename);
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//!mutate the goal fuzzy logic
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void BotMutateGoalFuzzyLogic(int goalstate, float range);
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//!loads item weights for the bot
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int BotLoadItemWeights(int goalstate, char *filename);
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//!frees the item weights of the bot
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void BotFreeItemWeights(int goalstate);
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//!returns the handle of a newly allocated goal state
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int BotAllocGoalState(int client);
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//!free the given goal state
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void BotFreeGoalState(int handle);
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//!setup the goal AI
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int BotSetupGoalAI(void);
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//!shut down the goal AI
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void BotShutdownGoalAI(void);
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