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