qzdoom/src/b_bot.h

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/*******************************
* B_Bot.h *
* Description: *
* Used with all b_* *
*******************************/
#ifndef __B_BOT_H__
#define __B_BOT_H__
#include "c_cvars.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"
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#define MAX_TRAVERSE_DIST (100000000/65536.) //10 meters, used within b_func.c
#define AVOID_DIST (45000000/65536.) //Try avoid incoming missiles once they reached this close
#define SAFE_SELF_MISDIST (140.) //Distance from self to target where it's safe to pull a rocket.
#define FRIEND_DIST (15000000/65536.) //To friend.
#define DARK_DIST (5000000/65536.) //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 (50000000/65536.) //Too high can slow down the performance, see P_mobj.c
#define ENEMY_SCAN_FOV (120.)
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#define THINGTRYTICK 1000
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#define MAXMOVEHEIGHT (32) //MAXSTEPMOVE but with jumping counted in.
#define GETINCOMBAT (35000000/65536.) //Max distance to item. if it's due to be icked up in a combat situation.
#define SHOOTFOV (60.)
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#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 (const DVector3 &pos, int hostnum);
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double FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd);
bool SafeCheckPosition (AActor *actor, double x, double y, FCheckPosition &tm);
void BotTick(AActor *mo);
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//(b_move.cpp)
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bool CleanAhead (AActor *thing, double x, double y, ticcmd_t *cmd);
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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 ();
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void Serialize(FArchive &arc);
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void Tick ();
//(b_think.cpp)
void WhatToGet (AActor *item);
//(b_func.cpp)
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bool Check_LOS (AActor *to, DAngle vangle);
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player_t *player;
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DAngle Angle; // The wanted angle that the bot try to get every tic.
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// (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;
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DVector2 old;
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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 ();
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DAngle FireRox (AActor *enemy, ticcmd_t *cmd);
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//(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__