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Diffstat (limited to 'code/game/ai_main.h')
-rwxr-xr-x | code/game/ai_main.h | 299 |
1 files changed, 299 insertions, 0 deletions
diff --git a/code/game/ai_main.h b/code/game/ai_main.h new file mode 100755 index 0000000..91e8895 --- /dev/null +++ b/code/game/ai_main.h @@ -0,0 +1,299 @@ +/*
+===========================================================================
+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_main.h
+ *
+ * desc: Quake3 bot AI
+ *
+ * $Archive: /source/code/botai/ai_chat.c $
+ *
+ *****************************************************************************/
+
+//#define DEBUG
+#define CTF
+
+#define MAX_ITEMS 256
+//bot flags
+#define BFL_STRAFERIGHT 1 //strafe to the right
+#define BFL_ATTACKED 2 //bot has attacked last ai frame
+#define BFL_ATTACKJUMPED 4 //bot jumped during attack last frame
+#define BFL_AIMATENEMY 8 //bot aimed at the enemy this frame
+#define BFL_AVOIDRIGHT 16 //avoid obstacles by going to the right
+#define BFL_IDEALVIEWSET 32 //bot has ideal view angles set
+#define BFL_FIGHTSUICIDAL 64 //bot is in a suicidal fight
+//long term goal types
+#define LTG_TEAMHELP 1 //help a team mate
+#define LTG_TEAMACCOMPANY 2 //accompany a team mate
+#define LTG_DEFENDKEYAREA 3 //defend a key area
+#define LTG_GETFLAG 4 //get the enemy flag
+#define LTG_RUSHBASE 5 //rush to the base
+#define LTG_RETURNFLAG 6 //return the flag
+#define LTG_CAMP 7 //camp somewhere
+#define LTG_CAMPORDER 8 //ordered to camp somewhere
+#define LTG_PATROL 9 //patrol
+#define LTG_GETITEM 10 //get an item
+#define LTG_KILL 11 //kill someone
+#define LTG_HARVEST 12 //harvest skulls
+#define LTG_ATTACKENEMYBASE 13 //attack the enemy base
+#define LTG_MAKELOVE_UNDER 14
+#define LTG_MAKELOVE_ONTOP 15
+//some goal dedication times
+#define TEAM_HELP_TIME 60 //1 minute teamplay help time
+#define TEAM_ACCOMPANY_TIME 600 //10 minutes teamplay accompany time
+#define TEAM_DEFENDKEYAREA_TIME 600 //10 minutes ctf defend base time
+#define TEAM_CAMP_TIME 600 //10 minutes camping time
+#define TEAM_PATROL_TIME 600 //10 minutes patrolling time
+#define TEAM_LEAD_TIME 600 //10 minutes taking the lead
+#define TEAM_GETITEM_TIME 60 //1 minute
+#define TEAM_KILL_SOMEONE 180 //3 minute to kill someone
+#define TEAM_ATTACKENEMYBASE_TIME 600 //10 minutes
+#define TEAM_HARVEST_TIME 120 //2 minutes
+#define CTF_GETFLAG_TIME 600 //10 minutes ctf get flag time
+#define CTF_RUSHBASE_TIME 120 //2 minutes ctf rush base time
+#define CTF_RETURNFLAG_TIME 180 //3 minutes to return the flag
+#define CTF_ROAM_TIME 60 //1 minute ctf roam time
+//patrol flags
+#define PATROL_LOOP 1
+#define PATROL_REVERSE 2
+#define PATROL_BACK 4
+//teamplay task preference
+#define TEAMTP_DEFENDER 1
+#define TEAMTP_ATTACKER 2
+//CTF strategy
+#define CTFS_AGRESSIVE 1
+//copied from the aas file header
+#define PRESENCE_NONE 1
+#define PRESENCE_NORMAL 2
+#define PRESENCE_CROUCH 4
+//
+#define MAX_PROXMINES 64
+
+//check points
+typedef struct bot_waypoint_s
+{
+ int inuse;
+ char name[32];
+ bot_goal_t goal;
+ struct bot_waypoint_s *next, *prev;
+} bot_waypoint_t;
+
+#define MAX_ACTIVATESTACK 8
+#define MAX_ACTIVATEAREAS 32
+
+typedef struct bot_activategoal_s
+{
+ int inuse;
+ bot_goal_t goal; //goal to activate (buttons etc.)
+ float time; //time to activate something
+ float start_time; //time starting to activate something
+ float justused_time; //time the goal was used
+ int shoot; //true if bot has to shoot to activate
+ int weapon; //weapon to be used for activation
+ vec3_t target; //target to shoot at to activate something
+ vec3_t origin; //origin of the blocking entity to activate
+ int areas[MAX_ACTIVATEAREAS]; //routing areas disabled by blocking entity
+ int numareas; //number of disabled routing areas
+ int areasdisabled; //true if the areas are disabled for the routing
+ struct bot_activategoal_s *next; //next activate goal on stack
+} bot_activategoal_t;
+
+//bot state
+typedef struct bot_state_s
+{
+ int inuse; //true if this state is used by a bot client
+ int botthink_residual; //residual for the bot thinks
+ int client; //client number of the bot
+ int entitynum; //entity number of the bot
+ playerState_t cur_ps; //current player state
+ int last_eFlags; //last ps flags
+ usercmd_t lastucmd; //usercmd from last frame
+ int entityeventTime[1024]; //last entity event time
+ //
+ bot_settings_t settings; //several bot settings
+ int (*ainode)(struct bot_state_s *bs); //current AI node
+ float thinktime; //time the bot thinks this frame
+ vec3_t origin; //origin of the bot
+ vec3_t velocity; //velocity of the bot
+ int presencetype; //presence type of the bot
+ vec3_t eye; //eye coordinates of the bot
+ int areanum; //the number of the area the bot is in
+ int inventory[MAX_ITEMS]; //string with items amounts the bot has
+ int tfl; //the travel flags the bot uses
+ int flags; //several flags
+ int respawn_wait; //wait until respawned
+ int lasthealth; //health value previous frame
+ int lastkilledplayer; //last killed player
+ int lastkilledby; //player that last killed this bot
+ int botdeathtype; //the death type of the bot
+ int enemydeathtype; //the death type of the enemy
+ int botsuicide; //true when the bot suicides
+ int enemysuicide; //true when the enemy of the bot suicides
+ int setupcount; //true when the bot has just been setup
+ int map_restart; //true when the map is being restarted
+ int entergamechat; //true when the bot used an enter game chat
+ int num_deaths; //number of time this bot died
+ int num_kills; //number of kills of this bot
+ int revenge_enemy; //the revenge enemy
+ int revenge_kills; //number of kills the enemy made
+ int lastframe_health; //health value the last frame
+ int lasthitcount; //number of hits last frame
+ int chatto; //chat to all or team
+ float walker; //walker charactertic
+ float ltime; //local bot time
+ float entergame_time; //time the bot entered the game
+ float ltg_time; //long term goal time
+ float nbg_time; //nearby goal time
+ float respawn_time; //time the bot takes to respawn
+ float respawnchat_time; //time the bot started a chat during respawn
+ float chase_time; //time the bot will chase the enemy
+ float enemyvisible_time; //time the enemy was last visible
+ float check_time; //time to check for nearby items
+ float stand_time; //time the bot is standing still
+ float lastchat_time; //time the bot last selected a chat
+ float kamikaze_time; //time to check for kamikaze usage
+ float invulnerability_time; //time to check for invulnerability usage
+ float standfindenemy_time; //time to find enemy while standing
+ float attackstrafe_time; //time the bot is strafing in one dir
+ float attackcrouch_time; //time the bot will stop crouching
+ float attackchase_time; //time the bot chases during actual attack
+ float attackjump_time; //time the bot jumped during attack
+ float enemysight_time; //time before reacting to enemy
+ float enemydeath_time; //time the enemy died
+ float enemyposition_time; //time the position and velocity of the enemy were stored
+ float defendaway_time; //time away while defending
+ float defendaway_range; //max travel time away from defend area
+ float rushbaseaway_time; //time away from rushing to the base
+ float attackaway_time; //time away from attacking the enemy base
+ float harvestaway_time; //time away from harvesting
+ float ctfroam_time; //time the bot is roaming in ctf
+ float killedenemy_time; //time the bot killed the enemy
+ float arrive_time; //time arrived (at companion)
+ float lastair_time; //last time the bot had air
+ float teleport_time; //last time the bot teleported
+ float camp_time; //last time camped
+ float camp_range; //camp range
+ float weaponchange_time; //time the bot started changing weapons
+ float firethrottlewait_time; //amount of time to wait
+ float firethrottleshoot_time; //amount of time to shoot
+ float notblocked_time; //last time the bot was not blocked
+ float blockedbyavoidspot_time; //time blocked by an avoid spot
+ float predictobstacles_time; //last time the bot predicted obstacles
+ int predictobstacles_goalareanum; //last goal areanum the bot predicted obstacles for
+ vec3_t aimtarget;
+ vec3_t enemyvelocity; //enemy velocity 0.5 secs ago during battle
+ vec3_t enemyorigin; //enemy origin 0.5 secs ago during battle
+ //
+ int kamikazebody; //kamikaze body
+ int proxmines[MAX_PROXMINES];
+ int numproxmines;
+ //
+ int character; //the bot character
+ int ms; //move state of the bot
+ int gs; //goal state of the bot
+ int cs; //chat state of the bot
+ int ws; //weapon state of the bot
+ //
+ int enemy; //enemy entity number
+ int lastenemyareanum; //last reachability area the enemy was in
+ vec3_t lastenemyorigin; //last origin of the enemy in the reachability area
+ int weaponnum; //current weapon number
+ vec3_t viewangles; //current view angles
+ vec3_t ideal_viewangles; //ideal view angles
+ vec3_t viewanglespeed;
+ //
+ int ltgtype; //long term goal type
+ // team goals
+ int teammate; //team mate involved in this team goal
+ int decisionmaker; //player who decided to go for this goal
+ int ordered; //true if ordered to do something
+ float order_time; //time ordered to do something
+ int owndecision_time; //time the bot made it's own decision
+ bot_goal_t teamgoal; //the team goal
+ bot_goal_t altroutegoal; //alternative route goal
+ float reachedaltroutegoal_time; //time the bot reached the alt route goal
+ float teammessage_time; //time to message team mates what the bot is doing
+ float teamgoal_time; //time to stop helping team mate
+ float teammatevisible_time; //last time the team mate was NOT visible
+ int teamtaskpreference; //team task preference
+ // last ordered team goal
+ int lastgoal_decisionmaker;
+ int lastgoal_ltgtype;
+ int lastgoal_teammate;
+ bot_goal_t lastgoal_teamgoal;
+ // for leading team mates
+ int lead_teammate; //team mate the bot is leading
+ bot_goal_t lead_teamgoal; //team goal while leading
+ float lead_time; //time leading someone
+ float leadvisible_time; //last time the team mate was visible
+ float leadmessage_time; //last time a messaged was sent to the team mate
+ float leadbackup_time; //time backing up towards team mate
+ //
+ char teamleader[32]; //netname of the team leader
+ float askteamleader_time; //time asked for team leader
+ float becometeamleader_time; //time the bot will become the team leader
+ float teamgiveorders_time; //time to give team orders
+ float lastflagcapture_time; //last time a flag was captured
+ int numteammates; //number of team mates
+ int redflagstatus; //0 = at base, 1 = not at base
+ int blueflagstatus; //0 = at base, 1 = not at base
+ int neutralflagstatus; //0 = at base, 1 = our team has flag, 2 = enemy team has flag, 3 = enemy team dropped the flag
+ int flagstatuschanged; //flag status changed
+ int forceorders; //true if forced to give orders
+ int flagcarrier; //team mate carrying the enemy flag
+ int ctfstrategy; //ctf strategy
+ char subteam[32]; //sub team name
+ float formation_dist; //formation team mate intervening space
+ char formation_teammate[16]; //netname of the team mate the bot uses for relative positioning
+ float formation_angle; //angle relative to the formation team mate
+ vec3_t formation_dir; //the direction the formation is moving in
+ vec3_t formation_origin; //origin the bot uses for relative positioning
+ bot_goal_t formation_goal; //formation goal
+
+ bot_activategoal_t *activatestack; //first activate goal on the stack
+ bot_activategoal_t activategoalheap[MAX_ACTIVATESTACK]; //activate goal heap
+
+ bot_waypoint_t *checkpoints; //check points
+ bot_waypoint_t *patrolpoints; //patrol points
+ bot_waypoint_t *curpatrolpoint; //current patrol point the bot is going for
+ int patrolflags; //patrol flags
+} bot_state_t;
+
+//resets the whole bot state
+void BotResetState(bot_state_t *bs);
+//returns the number of bots in the game
+int NumBots(void);
+//returns info about the entity
+void BotEntityInfo(int entnum, aas_entityinfo_t *info);
+
+extern float floattime;
+#define FloatTime() floattime
+
+// from the game source
+void QDECL BotAI_Print(int type, char *fmt, ...);
+void QDECL QDECL BotAI_BotInitialChat( bot_state_t *bs, char *type, ... );
+void BotAI_Trace(bsp_trace_t *bsptrace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int passent, int contentmask);
+int BotAI_GetClientState( int clientNum, playerState_t *state );
+int BotAI_GetEntityState( int entityNum, entityState_t *state );
+int BotAI_GetSnapshotEntity( int clientNum, int sequence, entityState_t *state );
+int BotTeamLeader(bot_state_t *bs);
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