/******************************* * 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); //(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 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 firstthing; TObjPtr body1; TObjPtr body2; bool m_Thinking; private: //(B_Func.c) bool Reachable (AActor *actor, AActor *target); void Dofire (AActor *actor, ticcmd_t *cmd); 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 DThinker { DECLARE_CLASS(DBot,DThinker) HAS_OBJECT_POINTERS public: DBot (); 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 dest; // Move Destination. TObjPtr prev; // Previous move destination. TObjPtr enemy; // The dead meat. TObjPtr missile; // A threatening missile that needs to be avoided. TObjPtr mate; // Friend (used for grouping in teamplay or coop). TObjPtr 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__