aboutsummaryrefslogtreecommitdiffstats
path: root/code/game/ai_dmq3.h
blob: f6829bea18cedc3c727210bd960cdb3aa1815aa8 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
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 Quake III Arena source code; 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