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0adaaeb5d7
their seekingness. The only sane way to deal with this seemed to be to sync the freeze changes with the timer check in A_Tracer(), so that's what I did: Freeze mode only changes every four tics now. SVN r583 (trunk)
165 lines
5 KiB
C++
165 lines
5 KiB
C++
/*******************************
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* B_Bot.h *
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* Description: *
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* Used with all b_* *
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*******************************/
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#ifndef __B_BOT_H__
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#define __B_BOT_H__
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#include "c_cvars.h"
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#include "m_argv.h"
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#include "tables.h"
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#include "info.h"
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#include "doomdef.h"
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#include "d_ticcmd.h"
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#include "r_defs.h"
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#include "a_pickups.h"
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#define FORWARDWALK 0x1900
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#define FORWARDRUN 0x3200
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#define SIDEWALK 0x1800
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#define SIDERUN 0x2800
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#define BOT_VERSION 0.97
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//Switches-
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#define BOT_RELEASE_COMPILE //Define this when compiling a version that should be released.
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#define NOCOLOR 11
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#define MAXTHINGNODES 100 //Path stuff (paths created between items).
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#define SPAWN_DELAY 80 //Used to determine how many tics there are between each bot spawn when bot's are being spawned in a row (like when entering a new map).
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#define BOTFILENAME "bots.cfg"
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#define MAX_TRAVERSE_DIST 100000000 //10 meters, used within b_func.c
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#define AVOID_DIST 45000000 //Try avoid incoming missiles once they reached this close
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#define SAFE_SELF_MISDIST (140*FRACUNIT) //Distance from self to target where it's safe to pull a rocket.
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#define FRIEND_DIST 15000000 //To friend.
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#define DARK_DIST 5000000 //Distance that bot can see enemies in the dark from.
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#define WHATS_DARK 50 //light value thats classed as dark.
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#define MAX_MONSTER_TARGET_DIST 50000000 //Too high can slow down the performance, see P_mobj.c
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#define ENEMY_SCAN_FOV (120*ANGLE_1)
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#define THINGTRYTICK 1000
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#define MAXMOVEHEIGHT (32*FRACUNIT) //MAXSTEPMOVE but with jumping counted in.
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#define GETINCOMBAT 35000000 //Max distance to item. if it's due to be icked up in a combat situation.
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#define SHOOTFOV (60*ANGLE_1)
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#define AFTERTICS (2*TICRATE) //Seconds that bot will be alert on an recent enemy. Ie not looking the other way
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#define MAXROAM (4*TICRATE) //When this time is elapsed the bot will roam after something else.
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//monster mod
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#define MSPAWN_DELAY 20//Tics between each spawn.
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#define MMAXSELECT 100 //Maximum number of monsters that can be selected at a time.
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struct botskill_t
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{
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int aiming;
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int perfection;
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int reaction; //How fast the bot will fire after seeing the player.
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int isp; //Instincts of Self Preservation. Personality
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};
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FArchive &operator<< (FArchive &arc, botskill_t &skill);
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//Info about all bots in the bots.cfg
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//Updated during each level start.
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//Info given to bots when they're spawned.
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struct botinfo_t
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{
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botinfo_t *next;
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char *name;
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char *info;
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botskill_t skill;
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bool inuse;
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int lastteam;
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};
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//Used to keep all the globally needed variables in nice order.
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class DCajunMaster : public DObject
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{
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DECLARE_CLASS (DCajunMaster, DObject)
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HAS_OBJECT_POINTERS
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public:
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~DCajunMaster();
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void ClearPlayer (int playernum, bool keepTeam);
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//(B_Game.c)
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void Main (int buf);
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void Init ();
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void End();
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void CleanBotstuff (player_s *p);
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bool SpawnBot (const char *name, int color = NOCOLOR);
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bool LoadBots ();
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void ForgetBots ();
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void DoAddBot (int bnum, char *info);
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void RemoveAllBots (bool fromlist);
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//(B_Func.c)
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bool Check_LOS (AActor *mobj1, AActor *mobj2, angle_t vangle);
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//(B_Think.c)
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void WhatToGet (AActor *actor, AActor *item);
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//(B_move.c)
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void Roam (AActor *actor, ticcmd_t *cmd);
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bool Move (AActor *actor, ticcmd_t *cmd);
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bool TryWalk (AActor *actor, ticcmd_t *cmd);
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void NewChaseDir (AActor *actor, ticcmd_t *cmd);
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bool CleanAhead (AActor *thing, fixed_t x, fixed_t y, ticcmd_t *cmd);
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void TurnToAng (AActor *actor);
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void Pitch (AActor *actor, AActor *target);
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bool IsDangerous (sector_t *sec);
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DArgs *getspawned; //Array of bots (their names) which should be spawned when starting a game.
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bool botingame[MAXPLAYERS];
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BYTE freeze:1; //Game in freeze mode.
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BYTE changefreeze:1; //Game wants to change freeze mode.
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int botnum;
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botinfo_t *botinfo;
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int spawn_tries;
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int wanted_botnum;
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AActor *firstthing;
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bool m_Thinking;
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private:
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//(B_Func.c)
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bool Reachable (AActor *actor, AActor *target);
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void Dofire (AActor *actor, ticcmd_t *cmd);
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AActor *Choose_Mate (AActor *bot);
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AActor *Find_enemy (AActor *bot);
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void SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum);
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fixed_t FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd);
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angle_t FireRox (AActor *bot, AActor *enemy, ticcmd_t *cmd);
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bool SafeCheckPosition (AActor *actor, fixed_t x, fixed_t y);
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//(B_Think.c)
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void Think (AActor *actor, ticcmd_t *cmd);
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void ThinkForMove (AActor *actor, ticcmd_t *cmd);
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void Set_enemy (AActor *actor);
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protected:
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bool ctf;
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int loaded_bots;
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int t_join;
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AActor *body1;
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AActor *body2;
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bool observer; //Consoleplayer is observer.
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};
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//Externs
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extern DCajunMaster bglobal;
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EXTERN_CVAR (Float, bot_flag_return_time)
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EXTERN_CVAR (Int, bot_next_color)
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EXTERN_CVAR (Bool, bot_allow_duds)
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EXTERN_CVAR (Int, bot_maxcorpses)
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EXTERN_CVAR (Bool, bot_observer)
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EXTERN_CVAR (Bool, bot_watersplash)
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EXTERN_CVAR (Bool, bot_chat)
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#endif // __B_BOT_H__
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