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Diffstat (limited to 'code/game/ai_main.h')
-rw-r--r-- | 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 100644 index 0000000..effa306 --- /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 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); |