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https://github.com/ZDoom/qzdoom.git
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221 lines
6 KiB
C++
221 lines
6 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 "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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#include "stats.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 (100000000/65536.) //10 meters, used within b_func.c
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#define AVOID_DIST (45000000/65536.) //Try avoid incoming missiles once they reached this close
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#define SAFE_SELF_MISDIST (140.) //Distance from self to target where it's safe to pull a rocket.
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#define FRIEND_DIST (15000000/65536.) //To friend.
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#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
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#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.
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#define GETINCOMBAT (35000000/65536.) //Max distance to item. if it's due to be icked up in a combat situation.
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#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
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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 FCheckPosition;
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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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enum
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{
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BOTINUSE_No,
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BOTINUSE_Waiting,
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BOTINUSE_Yes,
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};
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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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int 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 FCajunMaster
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{
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public:
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~FCajunMaster();
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void ClearPlayer (int playernum, bool keepTeam);
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//(b_game.cpp)
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void Main ();
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void Init ();
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void End();
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bool SpawnBot (const char *name, int color = NOCOLOR);
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void TryAddBot (BYTE **stream, int player);
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void RemoveAllBots (bool fromlist);
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bool LoadBots ();
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void ForgetBots ();
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//(b_func.cpp)
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void StartTravel ();
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void FinishTravel ();
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bool IsLeader (player_t *player);
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void SetBodyAt (const DVector3 &pos, int hostnum);
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double FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd);
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bool SafeCheckPosition (AActor *actor, double x, double y, FCheckPosition &tm);
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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);
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TArray<FString> getspawned; //Array of bots (their names) which should be spawned when starting a game.
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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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TObjPtr<AActor> firstthing;
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TObjPtr<AActor> body1;
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TObjPtr<AActor> body2;
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bool m_Thinking;
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private:
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//(b_game.cpp)
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bool DoAddBot (BYTE *info, botskill_t skill);
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protected:
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bool ctf;
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int t_join;
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bool observer; //Consoleplayer is observer.
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};
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class DBot : public DThinker
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{
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DECLARE_CLASS(DBot,DThinker)
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HAS_OBJECT_POINTERS
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public:
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DBot ();
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void Clear ();
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void Serialize(FSerializer &arc);
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void Tick ();
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//(b_think.cpp)
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void WhatToGet (AActor *item);
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//(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)
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TObjPtr<AActor> dest; // Move Destination.
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TObjPtr<AActor> prev; // Previous move destination.
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TObjPtr<AActor> enemy; // The dead meat.
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TObjPtr<AActor> missile; // A threatening missile that needs to be avoided.
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TObjPtr<AActor> mate; // Friend (used for grouping in teamplay or coop).
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TObjPtr<AActor> last_mate; // If bots mate disappeared (not if died) that mate is
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// pointed to by this. Allows bot to roam to it if
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// necessary.
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//Skills
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struct botskill_t skill;
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//Tickers
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int t_active; // Open door, lower lift stuff, door must open and
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// lift must go down before bot does anything
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// radical like try a stuckmove
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int t_respawn;
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int t_strafe;
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int t_react;
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int t_fight;
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int t_roam;
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int t_rocket;
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//Misc booleans
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bool first_shot; // Used for reaction skill.
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bool sleft; // If false, strafe is right.
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bool allround;
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bool increase;
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DVector2 old;
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private:
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//(b_think.cpp)
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void Think ();
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void ThinkForMove (ticcmd_t *cmd);
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void Set_enemy ();
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//(b_func.cpp)
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bool Reachable (AActor *target);
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void Dofire (ticcmd_t *cmd);
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AActor *Choose_Mate ();
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AActor *Find_enemy ();
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DAngle FireRox (AActor *enemy, ticcmd_t *cmd);
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//(b_move.cpp)
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void Roam (ticcmd_t *cmd);
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bool Move (ticcmd_t *cmd);
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bool TryWalk (ticcmd_t *cmd);
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void NewChaseDir (ticcmd_t *cmd);
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void TurnToAng ();
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void Pitch (AActor *target);
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};
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//Externs
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extern FCajunMaster bglobal;
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extern cycle_t BotThinkCycles, BotSupportCycles;
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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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