qzdoom-gpl/src/b_bot.h
2014-10-21 19:31:11 +01:00

214 lines
6.3 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"
#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);
//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;
bool 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.c)
void Main (int buf);
void Init ();
void End();
bool SpawnBot (const char *name, int color = NOCOLOR);
bool LoadBots ();
void ForgetBots ();
void DoAddBot (BYTE **stream);
void RemoveAllBots (bool fromlist);
void DestroyAllBots ();
//(B_Func.c)
bool Check_LOS (AActor *mobj1, AActor *mobj2, angle_t vangle);
//(B_Think.c)
void WhatToGet (AActor *actor, AActor *item);
//(B_move.c)
void Roam (AActor *actor, ticcmd_t *cmd);
bool Move (AActor *actor, ticcmd_t *cmd);
bool TryWalk (AActor *actor, ticcmd_t *cmd);
void NewChaseDir (AActor *actor, ticcmd_t *cmd);
bool CleanAhead (AActor *thing, fixed_t x, fixed_t y, ticcmd_t *cmd);
void TurnToAng (AActor *actor);
void Pitch (AActor *actor, AActor *target);
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_Func.c)
bool Reachable (AActor *actor, AActor *target);
void Dofire (AActor *actor, ticcmd_t *cmd);
bool IsLeader (player_t *player);
AActor *Choose_Mate (AActor *bot);
AActor *Find_enemy (AActor *bot);
void SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum);
fixed_t FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd);
angle_t FireRox (AActor *bot, AActor *enemy, ticcmd_t *cmd);
bool SafeCheckPosition (AActor *actor, fixed_t x, fixed_t y, FCheckPosition &tm);
//(B_Think.c)
void Think (AActor *actor, ticcmd_t *cmd);
void ThinkForMove (AActor *actor, ticcmd_t *cmd);
void Set_enemy (AActor *actor);
protected:
bool ctf;
int loaded_bots;
int t_join;
bool observer; //Consoleplayer is observer.
};
class DBot : public DObject
{
DECLARE_CLASS(DBot,DObject)
HAS_OBJECT_POINTERS
public:
DBot ();
void Clear ();
void Serialize (FArchive &arc);
angle_t savedyaw;
int savedpitch;
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;
};
//Externs
extern FCajunMaster bglobal;
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__