raze/source/games/sw/src/bots.h
Christoph Oelckers fc11f537f7 - project cleanup
* moved all games into the 'games' folder.
* fixed project to include all sources and move them to the proper folders.
2021-01-10 20:31:32 +01:00

112 lines
3.3 KiB
C

//-------------------------------------------------------------------------
/*
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
{
short SpriteNum; // Sprite number in sprite array of goal item
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