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source/sw/src/bots.h
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source/sw/src/bots.h
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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// BOTS.H
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// Contains useful header information for bot creation
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#ifndef BOTS_H
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#define BOTS_H
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// BOT DEFINITIONS AND STRUCTURES
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typedef enum
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{
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BOTstand, BOThide, BOTrun, BOTduck, BOTjump, BOTstrafe, BOTshoot, BOTuseinv,
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BOTopen, BOTswimup, BOTswimdown, BOTturn, BOTuserts
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} BOT_Actions;
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// Linked lists containing node trees that are chosen based on desired actions
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struct NODEstruct;
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typedef struct NODEstruct NODE, *NODEp;
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struct NODEstruct
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{
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NODEp p, l, r; // Pointers to tree nodes
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int goalx, goaly, goalz; // x,y,z point bot wants to get to
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BOT_Actions action; // Action to take if this node is reached
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int tics; // Optionally stay in this node for x tics.
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};
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struct NODETREEstruct;
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typedef struct NODETREEstruct NODETREE, *NODETREEp;
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struct NODETREEstruct
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{
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short SpriteNum; // Sprite number in sprite array of goal item
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NODEp tree; // This is the node tree used to navigate to goal
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SWBOOL Locked; // If list is locked, a bot is using/modifying it and
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// other bots cannot modify it while it's locked
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};
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// Bots main action variables
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typedef struct BOT_BRAIN
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{
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short tgt_inv; // Inventory item it wants to use
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short tgt_weapon; // Weapon in wants to activate and use
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short tgt_enemy; // Enemy it wants to kill
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short tgt_sprite; // Sprite it wants to pickup or operate
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short tgt_sector; // Sector it wants to get to
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short tgt_wall; // Wall it wants to touch
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BOT_Actions action; // Bot's current action
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} BotBrain, *BotBrain_p;
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// NOTE:
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// The following arrays should be saved off with save games!
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// 0 = Item not accessible, no item of type was found
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// 1 = Shuriken
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// 3 = Caltrops
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// 4 = Gas Bomb
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// 5 = Flash Bomb
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// 6 = Uzi Ammo
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// 7 = Shotgun Ammo
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// 8 = Rocket Ammo
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// 9 = 40mm Ammo
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// 10 = Sticky Bombs
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// 11 = Rail Ammo
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// 12 = Head Ammo
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// 13 = Heart Ammo
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// 14 = Uzi
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// 15 = Shotgun
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// 16 = Rocket Launcher
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// 17 = 40mm Launcher
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// 18 = Rail Gun
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// 19 = Head
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// 20 = Heart
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// 21 = MedKit
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// 22 = Armor
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// 23 = Big Armor
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// 24 = Portable MedKit
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// 25 = Fortune Cookie
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////////////////////////
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extern NODETREE BOT_TREELIST[25][50]; // There can be up to 50 of each item
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// with a cooresponding search tree for each
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#endif
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