aboutsummaryrefslogtreecommitdiffstats
path: root/code/game/ai_main.h
blob: effa30648a269add86a3a4c689d0cc60d5e5668c (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
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
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 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_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);