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authorzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 17:39:27 +0000
committerzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 17:39:27 +0000
commit6bf20c78f5b69d40bcc4931df93d29198435ab67 (patch)
treee3eda937a05d7db42de725b7013bd0344b987f34 /code/game/ai_dmq3.h
parent872d4d7f55af706737ffb361bb76ad13e7496770 (diff)
downloadioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.tar.gz
ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.zip
newlines fixed
git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/game/ai_dmq3.h')
-rwxr-xr-xcode/game/ai_dmq3.h412
1 files changed, 206 insertions, 206 deletions
diff --git a/code/game/ai_dmq3.h b/code/game/ai_dmq3.h
index b7ab19d..a39a350 100755
--- a/code/game/ai_dmq3.h
+++ b/code/game/ai_dmq3.h
@@ -1,206 +1,206 @@
-/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-
-This file is part of Quake III Arena source code.
-
-Quake III Arena source code 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.
-
-Quake III Arena source code 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 Foobar; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-//
-
-/*****************************************************************************
- * name: ai_dmq3.h
- *
- * desc: Quake3 bot AI
- *
- * $Archive: /source/code/botai/ai_chat.c $
- *
- *****************************************************************************/
-
-//setup the deathmatch AI
-void BotSetupDeathmatchAI(void);
-//shutdown the deathmatch AI
-void BotShutdownDeathmatchAI(void);
-//let the bot live within it's deathmatch AI net
-void BotDeathmatchAI(bot_state_t *bs, float thinktime);
-//free waypoints
-void BotFreeWaypoints(bot_waypoint_t *wp);
-//choose a weapon
-void BotChooseWeapon(bot_state_t *bs);
-//setup movement stuff
-void BotSetupForMovement(bot_state_t *bs);
-//update the inventory
-void BotUpdateInventory(bot_state_t *bs);
-//update the inventory during battle
-void BotUpdateBattleInventory(bot_state_t *bs, int enemy);
-//use holdable items during battle
-void BotBattleUseItems(bot_state_t *bs);
-//return true if the bot is dead
-qboolean BotIsDead(bot_state_t *bs);
-//returns true if the bot is in observer mode
-qboolean BotIsObserver(bot_state_t *bs);
-//returns true if the bot is in the intermission
-qboolean BotIntermission(bot_state_t *bs);
-//returns true if the bot is in lava or slime
-qboolean BotInLavaOrSlime(bot_state_t *bs);
-//returns true if the entity is dead
-qboolean EntityIsDead(aas_entityinfo_t *entinfo);
-//returns true if the entity is invisible
-qboolean EntityIsInvisible(aas_entityinfo_t *entinfo);
-//returns true if the entity is shooting
-qboolean EntityIsShooting(aas_entityinfo_t *entinfo);
-#ifdef MISSIONPACK
-//returns true if this entity has the kamikaze
-qboolean EntityHasKamikaze(aas_entityinfo_t *entinfo);
-#endif
-// set a user info key/value pair
-void BotSetUserInfo(bot_state_t *bs, char *key, char *value);
-// set the team status (offense, defense etc.)
-void BotSetTeamStatus(bot_state_t *bs);
-//returns the name of the client
-char *ClientName(int client, char *name, int size);
-//returns an simplyfied client name
-char *EasyClientName(int client, char *name, int size);
-//returns the skin used by the client
-char *ClientSkin(int client, char *skin, int size);
-// returns the appropriate synonym context for the current game type and situation
-int BotSynonymContext(bot_state_t *bs);
-// set last ordered task
-int BotSetLastOrderedTask(bot_state_t *bs);
-// selection of goals for teamplay
-void BotTeamGoals(bot_state_t *bs, int retreat);
-//returns the aggression of the bot in the range [0, 100]
-float BotAggression(bot_state_t *bs);
-//returns how bad the bot feels
-float BotFeelingBad(bot_state_t *bs);
-//returns true if the bot wants to retreat
-int BotWantsToRetreat(bot_state_t *bs);
-//returns true if the bot wants to chase
-int BotWantsToChase(bot_state_t *bs);
-//returns true if the bot wants to help
-int BotWantsToHelp(bot_state_t *bs);
-//returns true if the bot can and wants to rocketjump
-int BotCanAndWantsToRocketJump(bot_state_t *bs);
-// returns true if the bot has a persistant powerup and a weapon
-int BotHasPersistantPowerupAndWeapon(bot_state_t *bs);
-//returns true if the bot wants to and goes camping
-int BotWantsToCamp(bot_state_t *bs);
-//the bot will perform attack movements
-bot_moveresult_t BotAttackMove(bot_state_t *bs, int tfl);
-//returns true if the bot and the entity are in the same team
-int BotSameTeam(bot_state_t *bs, int entnum);
-//returns true if teamplay is on
-int TeamPlayIsOn(void);
-// returns the client number of the team mate flag carrier (-1 if none)
-int BotTeamFlagCarrier(bot_state_t *bs);
-//returns visible team mate flag carrier if available
-int BotTeamFlagCarrierVisible(bot_state_t *bs);
-//returns visible enemy flag carrier if available
-int BotEnemyFlagCarrierVisible(bot_state_t *bs);
-//get the number of visible teammates and enemies
-void BotVisibleTeamMatesAndEnemies(bot_state_t *bs, int *teammates, int *enemies, float range);
-//returns true if within the field of vision for the given angles
-qboolean InFieldOfVision(vec3_t viewangles, float fov, vec3_t angles);
-//returns true and sets the .enemy field when an enemy is found
-int BotFindEnemy(bot_state_t *bs, int curenemy);
-//returns a roam goal
-void BotRoamGoal(bot_state_t *bs, vec3_t goal);
-//returns entity visibility in the range [0, 1]
-float BotEntityVisible(int viewer, vec3_t eye, vec3_t viewangles, float fov, int ent);
-//the bot will aim at the current enemy
-void BotAimAtEnemy(bot_state_t *bs);
-//check if the bot should attack
-void BotCheckAttack(bot_state_t *bs);
-//AI when the bot is blocked
-void BotAIBlocked(bot_state_t *bs, bot_moveresult_t *moveresult, int activate);
-//AI to predict obstacles
-int BotAIPredictObstacles(bot_state_t *bs, bot_goal_t *goal);
-//enable or disable the areas the blocking entity is in
-void BotEnableActivateGoalAreas(bot_activategoal_t *activategoal, int enable);
-//pop an activate goal from the stack
-int BotPopFromActivateGoalStack(bot_state_t *bs);
-//clear the activate goal stack
-void BotClearActivateGoalStack(bot_state_t *bs);
-//returns the team the bot is in
-int BotTeam(bot_state_t *bs);
-//retuns the opposite team of the bot
-int BotOppositeTeam(bot_state_t *bs);
-//returns the flag the bot is carrying (CTFFLAG_?)
-int BotCTFCarryingFlag(bot_state_t *bs);
-//remember the last ordered task
-void BotRememberLastOrderedTask(bot_state_t *bs);
-//set ctf goals (defend base, get enemy flag) during seek
-void BotCTFSeekGoals(bot_state_t *bs);
-//set ctf goals (defend base, get enemy flag) during retreat
-void BotCTFRetreatGoals(bot_state_t *bs);
-//
-#ifdef MISSIONPACK
-int Bot1FCTFCarryingFlag(bot_state_t *bs);
-int BotHarvesterCarryingCubes(bot_state_t *bs);
-void Bot1FCTFSeekGoals(bot_state_t *bs);
-void Bot1FCTFRetreatGoals(bot_state_t *bs);
-void BotObeliskSeekGoals(bot_state_t *bs);
-void BotObeliskRetreatGoals(bot_state_t *bs);
-void BotGoHarvest(bot_state_t *bs);
-void BotHarvesterSeekGoals(bot_state_t *bs);
-void BotHarvesterRetreatGoals(bot_state_t *bs);
-int BotTeamCubeCarrierVisible(bot_state_t *bs);
-int BotEnemyCubeCarrierVisible(bot_state_t *bs);
-#endif
-//get a random alternate route goal towards the given base
-int BotGetAlternateRouteGoal(bot_state_t *bs, int base);
-//returns either the alternate route goal or the given goal
-bot_goal_t *BotAlternateRoute(bot_state_t *bs, bot_goal_t *goal);
-//create a new waypoint
-bot_waypoint_t *BotCreateWayPoint(char *name, vec3_t origin, int areanum);
-//find a waypoint with the given name
-bot_waypoint_t *BotFindWayPoint(bot_waypoint_t *waypoints, char *name);
-//strstr but case insensitive
-char *stristr(char *str, char *charset);
-//returns the number of the client with the given name
-int ClientFromName(char *name);
-int ClientOnSameTeamFromName(bot_state_t *bs, char *name);
-//
-int BotPointAreaNum(vec3_t origin);
-//
-void BotMapScripts(bot_state_t *bs);
-
-//ctf flags
-#define CTF_FLAG_NONE 0
-#define CTF_FLAG_RED 1
-#define CTF_FLAG_BLUE 2
-//CTF skins
-#define CTF_SKIN_REDTEAM "red"
-#define CTF_SKIN_BLUETEAM "blue"
-
-extern int gametype; //game type
-extern int maxclients; //maximum number of clients
-
-extern vmCvar_t bot_grapple;
-extern vmCvar_t bot_rocketjump;
-extern vmCvar_t bot_fastchat;
-extern vmCvar_t bot_nochat;
-extern vmCvar_t bot_testrchat;
-extern vmCvar_t bot_challenge;
-
-extern bot_goal_t ctf_redflag;
-extern bot_goal_t ctf_blueflag;
-#ifdef MISSIONPACK
-extern bot_goal_t ctf_neutralflag;
-extern bot_goal_t redobelisk;
-extern bot_goal_t blueobelisk;
-extern bot_goal_t neutralobelisk;
-#endif
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code 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.
+
+Quake III Arena source code 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 Foobar; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+//
+
+/*****************************************************************************
+ * name: ai_dmq3.h
+ *
+ * desc: Quake3 bot AI
+ *
+ * $Archive: /source/code/botai/ai_chat.c $
+ *
+ *****************************************************************************/
+
+//setup the deathmatch AI
+void BotSetupDeathmatchAI(void);
+//shutdown the deathmatch AI
+void BotShutdownDeathmatchAI(void);
+//let the bot live within it's deathmatch AI net
+void BotDeathmatchAI(bot_state_t *bs, float thinktime);
+//free waypoints
+void BotFreeWaypoints(bot_waypoint_t *wp);
+//choose a weapon
+void BotChooseWeapon(bot_state_t *bs);
+//setup movement stuff
+void BotSetupForMovement(bot_state_t *bs);
+//update the inventory
+void BotUpdateInventory(bot_state_t *bs);
+//update the inventory during battle
+void BotUpdateBattleInventory(bot_state_t *bs, int enemy);
+//use holdable items during battle
+void BotBattleUseItems(bot_state_t *bs);
+//return true if the bot is dead
+qboolean BotIsDead(bot_state_t *bs);
+//returns true if the bot is in observer mode
+qboolean BotIsObserver(bot_state_t *bs);
+//returns true if the bot is in the intermission
+qboolean BotIntermission(bot_state_t *bs);
+//returns true if the bot is in lava or slime
+qboolean BotInLavaOrSlime(bot_state_t *bs);
+//returns true if the entity is dead
+qboolean EntityIsDead(aas_entityinfo_t *entinfo);
+//returns true if the entity is invisible
+qboolean EntityIsInvisible(aas_entityinfo_t *entinfo);
+//returns true if the entity is shooting
+qboolean EntityIsShooting(aas_entityinfo_t *entinfo);
+#ifdef MISSIONPACK
+//returns true if this entity has the kamikaze
+qboolean EntityHasKamikaze(aas_entityinfo_t *entinfo);
+#endif
+// set a user info key/value pair
+void BotSetUserInfo(bot_state_t *bs, char *key, char *value);
+// set the team status (offense, defense etc.)
+void BotSetTeamStatus(bot_state_t *bs);
+//returns the name of the client
+char *ClientName(int client, char *name, int size);
+//returns an simplyfied client name
+char *EasyClientName(int client, char *name, int size);
+//returns the skin used by the client
+char *ClientSkin(int client, char *skin, int size);
+// returns the appropriate synonym context for the current game type and situation
+int BotSynonymContext(bot_state_t *bs);
+// set last ordered task
+int BotSetLastOrderedTask(bot_state_t *bs);
+// selection of goals for teamplay
+void BotTeamGoals(bot_state_t *bs, int retreat);
+//returns the aggression of the bot in the range [0, 100]
+float BotAggression(bot_state_t *bs);
+//returns how bad the bot feels
+float BotFeelingBad(bot_state_t *bs);
+//returns true if the bot wants to retreat
+int BotWantsToRetreat(bot_state_t *bs);
+//returns true if the bot wants to chase
+int BotWantsToChase(bot_state_t *bs);
+//returns true if the bot wants to help
+int BotWantsToHelp(bot_state_t *bs);
+//returns true if the bot can and wants to rocketjump
+int BotCanAndWantsToRocketJump(bot_state_t *bs);
+// returns true if the bot has a persistant powerup and a weapon
+int BotHasPersistantPowerupAndWeapon(bot_state_t *bs);
+//returns true if the bot wants to and goes camping
+int BotWantsToCamp(bot_state_t *bs);
+//the bot will perform attack movements
+bot_moveresult_t BotAttackMove(bot_state_t *bs, int tfl);
+//returns true if the bot and the entity are in the same team
+int BotSameTeam(bot_state_t *bs, int entnum);
+//returns true if teamplay is on
+int TeamPlayIsOn(void);
+// returns the client number of the team mate flag carrier (-1 if none)
+int BotTeamFlagCarrier(bot_state_t *bs);
+//returns visible team mate flag carrier if available
+int BotTeamFlagCarrierVisible(bot_state_t *bs);
+//returns visible enemy flag carrier if available
+int BotEnemyFlagCarrierVisible(bot_state_t *bs);
+//get the number of visible teammates and enemies
+void BotVisibleTeamMatesAndEnemies(bot_state_t *bs, int *teammates, int *enemies, float range);
+//returns true if within the field of vision for the given angles
+qboolean InFieldOfVision(vec3_t viewangles, float fov, vec3_t angles);
+//returns true and sets the .enemy field when an enemy is found
+int BotFindEnemy(bot_state_t *bs, int curenemy);
+//returns a roam goal
+void BotRoamGoal(bot_state_t *bs, vec3_t goal);
+//returns entity visibility in the range [0, 1]
+float BotEntityVisible(int viewer, vec3_t eye, vec3_t viewangles, float fov, int ent);
+//the bot will aim at the current enemy
+void BotAimAtEnemy(bot_state_t *bs);
+//check if the bot should attack
+void BotCheckAttack(bot_state_t *bs);
+//AI when the bot is blocked
+void BotAIBlocked(bot_state_t *bs, bot_moveresult_t *moveresult, int activate);
+//AI to predict obstacles
+int BotAIPredictObstacles(bot_state_t *bs, bot_goal_t *goal);
+//enable or disable the areas the blocking entity is in
+void BotEnableActivateGoalAreas(bot_activategoal_t *activategoal, int enable);
+//pop an activate goal from the stack
+int BotPopFromActivateGoalStack(bot_state_t *bs);
+//clear the activate goal stack
+void BotClearActivateGoalStack(bot_state_t *bs);
+//returns the team the bot is in
+int BotTeam(bot_state_t *bs);
+//retuns the opposite team of the bot
+int BotOppositeTeam(bot_state_t *bs);
+//returns the flag the bot is carrying (CTFFLAG_?)
+int BotCTFCarryingFlag(bot_state_t *bs);
+//remember the last ordered task
+void BotRememberLastOrderedTask(bot_state_t *bs);
+//set ctf goals (defend base, get enemy flag) during seek
+void BotCTFSeekGoals(bot_state_t *bs);
+//set ctf goals (defend base, get enemy flag) during retreat
+void BotCTFRetreatGoals(bot_state_t *bs);
+//
+#ifdef MISSIONPACK
+int Bot1FCTFCarryingFlag(bot_state_t *bs);
+int BotHarvesterCarryingCubes(bot_state_t *bs);
+void Bot1FCTFSeekGoals(bot_state_t *bs);
+void Bot1FCTFRetreatGoals(bot_state_t *bs);
+void BotObeliskSeekGoals(bot_state_t *bs);
+void BotObeliskRetreatGoals(bot_state_t *bs);
+void BotGoHarvest(bot_state_t *bs);
+void BotHarvesterSeekGoals(bot_state_t *bs);
+void BotHarvesterRetreatGoals(bot_state_t *bs);
+int BotTeamCubeCarrierVisible(bot_state_t *bs);
+int BotEnemyCubeCarrierVisible(bot_state_t *bs);
+#endif
+//get a random alternate route goal towards the given base
+int BotGetAlternateRouteGoal(bot_state_t *bs, int base);
+//returns either the alternate route goal or the given goal
+bot_goal_t *BotAlternateRoute(bot_state_t *bs, bot_goal_t *goal);
+//create a new waypoint
+bot_waypoint_t *BotCreateWayPoint(char *name, vec3_t origin, int areanum);
+//find a waypoint with the given name
+bot_waypoint_t *BotFindWayPoint(bot_waypoint_t *waypoints, char *name);
+//strstr but case insensitive
+char *stristr(char *str, char *charset);
+//returns the number of the client with the given name
+int ClientFromName(char *name);
+int ClientOnSameTeamFromName(bot_state_t *bs, char *name);
+//
+int BotPointAreaNum(vec3_t origin);
+//
+void BotMapScripts(bot_state_t *bs);
+
+//ctf flags
+#define CTF_FLAG_NONE 0
+#define CTF_FLAG_RED 1
+#define CTF_FLAG_BLUE 2
+//CTF skins
+#define CTF_SKIN_REDTEAM "red"
+#define CTF_SKIN_BLUETEAM "blue"
+
+extern int gametype; //game type
+extern int maxclients; //maximum number of clients
+
+extern vmCvar_t bot_grapple;
+extern vmCvar_t bot_rocketjump;
+extern vmCvar_t bot_fastchat;
+extern vmCvar_t bot_nochat;
+extern vmCvar_t bot_testrchat;
+extern vmCvar_t bot_challenge;
+
+extern bot_goal_t ctf_redflag;
+extern bot_goal_t ctf_blueflag;
+#ifdef MISSIONPACK
+extern bot_goal_t ctf_neutralflag;
+extern bot_goal_t redobelisk;
+extern bot_goal_t blueobelisk;
+extern bot_goal_t neutralobelisk;
+#endif