mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-06 04:50:26 +00:00
224 lines
6.1 KiB
C++
224 lines
6.1 KiB
C++
/*******************************
|
|
* B_Bot.h *
|
|
* Description: *
|
|
* Used with all b_* *
|
|
*******************************/
|
|
|
|
#ifndef __B_BOT_H__
|
|
#define __B_BOT_H__
|
|
|
|
#include "c_cvars.h"
|
|
#include "tables.h"
|
|
#include "info.h"
|
|
#include "doomdef.h"
|
|
#include "d_ticcmd.h"
|
|
#include "r_defs.h"
|
|
#include "a_pickups.h"
|
|
#include "stats.h"
|
|
|
|
#define FORWARDWALK 0x1900
|
|
#define FORWARDRUN 0x3200
|
|
#define SIDEWALK 0x1800
|
|
#define SIDERUN 0x2800
|
|
|
|
#define BOT_VERSION 0.97
|
|
//Switches-
|
|
#define BOT_RELEASE_COMPILE //Define this when compiling a version that should be released.
|
|
|
|
#define NOCOLOR 11
|
|
#define MAXTHINGNODES 100 //Path stuff (paths created between items).
|
|
#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).
|
|
|
|
#define BOTFILENAME "bots.cfg"
|
|
|
|
#define MAX_TRAVERSE_DIST 100000000 //10 meters, used within b_func.c
|
|
#define AVOID_DIST 45000000 //Try avoid incoming missiles once they reached this close
|
|
#define SAFE_SELF_MISDIST (140*FRACUNIT) //Distance from self to target where it's safe to pull a rocket.
|
|
#define FRIEND_DIST 15000000 //To friend.
|
|
#define DARK_DIST 5000000 //Distance that bot can see enemies in the dark from.
|
|
#define WHATS_DARK 50 //light value thats classed as dark.
|
|
#define MAX_MONSTER_TARGET_DIST 50000000 //Too high can slow down the performance, see P_mobj.c
|
|
#define ENEMY_SCAN_FOV (120*ANGLE_1)
|
|
#define THINGTRYTICK 1000
|
|
#define MAXMOVEHEIGHT (32*FRACUNIT) //MAXSTEPMOVE but with jumping counted in.
|
|
#define GETINCOMBAT 35000000 //Max distance to item. if it's due to be icked up in a combat situation.
|
|
#define SHOOTFOV (60*ANGLE_1)
|
|
#define AFTERTICS (2*TICRATE) //Seconds that bot will be alert on an recent enemy. Ie not looking the other way
|
|
#define MAXROAM (4*TICRATE) //When this time is elapsed the bot will roam after something else.
|
|
//monster mod
|
|
#define MSPAWN_DELAY 20//Tics between each spawn.
|
|
#define MMAXSELECT 100 //Maximum number of monsters that can be selected at a time.
|
|
|
|
struct FCheckPosition;
|
|
|
|
struct botskill_t
|
|
{
|
|
int aiming;
|
|
int perfection;
|
|
int reaction; //How fast the bot will fire after seeing the player.
|
|
int isp; //Instincts of Self Preservation. Personality
|
|
};
|
|
|
|
FArchive &operator<< (FArchive &arc, botskill_t &skill);
|
|
|
|
enum
|
|
{
|
|
BOTINUSE_No,
|
|
BOTINUSE_Waiting,
|
|
BOTINUSE_Yes,
|
|
};
|
|
|
|
//Info about all bots in the bots.cfg
|
|
//Updated during each level start.
|
|
//Info given to bots when they're spawned.
|
|
struct botinfo_t
|
|
{
|
|
botinfo_t *next;
|
|
char *name;
|
|
char *info;
|
|
botskill_t skill;
|
|
int inuse;
|
|
int lastteam;
|
|
};
|
|
|
|
//Used to keep all the globally needed variables in nice order.
|
|
class FCajunMaster
|
|
{
|
|
public:
|
|
~FCajunMaster();
|
|
|
|
void ClearPlayer (int playernum, bool keepTeam);
|
|
|
|
//(b_game.cpp)
|
|
void Main ();
|
|
void Init ();
|
|
void End();
|
|
bool SpawnBot (const char *name, int color = NOCOLOR);
|
|
void TryAddBot (BYTE **stream, int player);
|
|
void RemoveAllBots (bool fromlist);
|
|
bool LoadBots ();
|
|
void ForgetBots ();
|
|
|
|
//(b_func.cpp)
|
|
void StartTravel ();
|
|
void FinishTravel ();
|
|
bool IsLeader (player_t *player);
|
|
void SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum);
|
|
fixed_t FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd);
|
|
bool SafeCheckPosition (AActor *actor, fixed_t x, fixed_t y, FCheckPosition &tm);
|
|
|
|
//(b_move.cpp)
|
|
bool CleanAhead (AActor *thing, fixed_t x, fixed_t y, ticcmd_t *cmd);
|
|
bool IsDangerous (sector_t *sec);
|
|
|
|
TArray<FString> getspawned; //Array of bots (their names) which should be spawned when starting a game.
|
|
BYTE freeze:1; //Game in freeze mode.
|
|
BYTE changefreeze:1; //Game wants to change freeze mode.
|
|
int botnum;
|
|
botinfo_t *botinfo;
|
|
int spawn_tries;
|
|
int wanted_botnum;
|
|
TObjPtr<AActor> firstthing;
|
|
TObjPtr<AActor> body1;
|
|
TObjPtr<AActor> body2;
|
|
|
|
bool m_Thinking;
|
|
|
|
private:
|
|
//(b_game.cpp)
|
|
bool DoAddBot (BYTE *info, botskill_t skill);
|
|
|
|
protected:
|
|
bool ctf;
|
|
int t_join;
|
|
bool observer; //Consoleplayer is observer.
|
|
};
|
|
|
|
class DBot : public DThinker
|
|
{
|
|
DECLARE_CLASS(DBot,DThinker)
|
|
HAS_OBJECT_POINTERS
|
|
public:
|
|
DBot ();
|
|
|
|
void Clear ();
|
|
void Serialize (FArchive &arc);
|
|
void Tick ();
|
|
|
|
//(b_think.cpp)
|
|
void WhatToGet (AActor *item);
|
|
|
|
//(b_func.cpp)
|
|
bool Check_LOS (AActor *to, angle_t vangle);
|
|
|
|
player_t *player;
|
|
angle_t angle; // The wanted angle that the bot try to get every tic.
|
|
// (used to get a smooth view movement)
|
|
TObjPtr<AActor> dest; // Move Destination.
|
|
TObjPtr<AActor> prev; // Previous move destination.
|
|
TObjPtr<AActor> enemy; // The dead meat.
|
|
TObjPtr<AActor> missile; // A threatening missile that needs to be avoided.
|
|
TObjPtr<AActor> mate; // Friend (used for grouping in teamplay or coop).
|
|
TObjPtr<AActor> last_mate; // If bots mate disappeared (not if died) that mate is
|
|
// pointed to by this. Allows bot to roam to it if
|
|
// necessary.
|
|
|
|
//Skills
|
|
struct botskill_t skill;
|
|
|
|
//Tickers
|
|
int t_active; // Open door, lower lift stuff, door must open and
|
|
// lift must go down before bot does anything
|
|
// radical like try a stuckmove
|
|
int t_respawn;
|
|
int t_strafe;
|
|
int t_react;
|
|
int t_fight;
|
|
int t_roam;
|
|
int t_rocket;
|
|
|
|
//Misc booleans
|
|
bool first_shot; // Used for reaction skill.
|
|
bool sleft; // If false, strafe is right.
|
|
bool allround;
|
|
bool increase;
|
|
|
|
fixed_t oldx;
|
|
fixed_t oldy;
|
|
|
|
private:
|
|
//(b_think.cpp)
|
|
void Think ();
|
|
void ThinkForMove (ticcmd_t *cmd);
|
|
void Set_enemy ();
|
|
|
|
//(b_func.cpp)
|
|
bool Reachable (AActor *target);
|
|
void Dofire (ticcmd_t *cmd);
|
|
AActor *Choose_Mate ();
|
|
AActor *Find_enemy ();
|
|
angle_t FireRox (AActor *enemy, ticcmd_t *cmd);
|
|
|
|
//(b_move.cpp)
|
|
void Roam (ticcmd_t *cmd);
|
|
bool Move (ticcmd_t *cmd);
|
|
bool TryWalk (ticcmd_t *cmd);
|
|
void NewChaseDir (ticcmd_t *cmd);
|
|
void TurnToAng ();
|
|
void Pitch (AActor *target);
|
|
};
|
|
|
|
|
|
//Externs
|
|
extern FCajunMaster bglobal;
|
|
extern cycle_t BotThinkCycles, BotSupportCycles;
|
|
|
|
EXTERN_CVAR (Float, bot_flag_return_time)
|
|
EXTERN_CVAR (Int, bot_next_color)
|
|
EXTERN_CVAR (Bool, bot_allow_duds)
|
|
EXTERN_CVAR (Int, bot_maxcorpses)
|
|
EXTERN_CVAR (Bool, bot_observer)
|
|
EXTERN_CVAR (Bool, bot_watersplash)
|
|
EXTERN_CVAR (Bool, bot_chat)
|
|
|
|
#endif // __B_BOT_H__
|