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/*
===========================================================================
Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (RTCW MP Source Code).
RTCW MP 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 3 of the License, or
(at your option) any later version.
RTCW MP 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 RTCW MP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
//===========================================================================
//
// Name: ai_cast.h
// Function: Wolfenstein AI Character Routines
// Programmer: Ridah
// Tab Size: 4 (real tabs)
//===========================================================================
#include "ai_main.h" // just so we can use the structures
#include "ai_dmq3.h" // just so we can use the structures
#include "ai_cast_fight.h"
//
// constants/defines
//
#define MAX_AIFUNCS 15 // if we go over this per frame, likely to have an infinite loop
//
#define SIGHT_PER_SEC 100 // do this many sight iterations per second
//
// Cast AI specific action flags (get translated into ucmd's
#define CASTACTION_WALK 1
//
#define MAX_SCRIPT_ACCUM_BUFFERS 8
//
#define AICAST_PRT_ALWAYS 0
#define AICAST_PRT_DEBUG 1
//
#define DEBUG_FOLLOW_DIST 96
//
#define MAX_LEADER_DIST 256
//
#define AASWORLD_STANDARD 0
#define AASWORLD_LARGE 1
//
// use this for returning the length of an anim
#define ANIMLENGTH( frames,fps ) ( ( frames * 1000 ) / fps )
//
#define AICAST_TFL_DEFAULT TFL_DEFAULT & ~( TFL_JUMPPAD | TFL_ROCKETJUMP | TFL_BFGJUMP | TFL_GRAPPLEHOOK | TFL_DOUBLEJUMP | TFL_RAMPJUMP | TFL_STRAFEJUMP | TFL_LAVA ) //----(SA) modified since slime is no longer deadly
//#define AICAST_TFL_DEFAULT TFL_DEFAULT & ~(TFL_JUMPPAD|TFL_ROCKETJUMP|TFL_BFGJUMP|TFL_GRAPPLEHOOK|TFL_DOUBLEJUMP|TFL_RAMPJUMP|TFL_STRAFEJUMP|TFL_SLIME|TFL_LAVA)
//
// AI flags
#define AIFL_CATCH_GRENADE 0x1
#define AIFL_NO_FLAME_DAMAGE 0x2
#define AIFL_FIRED 0x4
#define AIFL_LAND_ANIM_PLAYED 0x8
#define AIFL_ROLL_ANIM 0x10
#define AIFL_FLIP_ANIM 0x20
#define AIFL_STAND_IDLE2 0x40
#define AIFL_NOAVOID 0x80 // if set, this AI will ignore requests for us to move out the way
#define AIFL_NOPAIN 0x100 // don't stop for pain anims
#define AIFL_WALKFORWARD 0x200 // only walk forward
#define AIFL_DENYACTION 0x400 // used by scripting to prevent dynamic code from executing certain behaviour
#define AIFL_VIEWLOCKED 0x800 // prevent anything outside movement routines from changing view
#define AIFL_CORPSESIGHTING 0x1000 // share information through friendly corpses
#define AIFL_WAITINGTOSPAWN 0x2000 // waiting until space is clear to spawn in to the game
#define AIFL_JUST_SPAWNED 0x4000
#define AIFL_NO_RELOAD 0x8000 // this character doesn't need to reload
#define AIFL_TALKING 0x10000
#define AIFL_NO_HEADLOOK 0x20000
#define AIFL_ATTACK_CROUCH 0x40000
#define AIFL_MISCFLAG1 0x80000 // used various bits of code, temporarily
#define AIFL_MISCFLAG2 0x100000 // used various bits of code, temporarily
#define AIFL_ZOOMING 0x200000
#define AIFL_NO_HEADSHOT_DMG 0x400000
#define AIFL_DIVE_ANIM 0x800000 // able to dive to cover
#define AIFL_NO_TESLA_DAMAGE 0x1000000
//
// predict events
typedef enum
{
PREDICTSTOP_NONE,
PREDICTSTOP_HITENT,
PREDICTSTOP_HITCLIENT
} predictStop_t;
//
typedef enum
{
AITEAM_NAZI,
AITEAM_ALLIES,
AITEAM_MONSTER,
AITEAM_SPARE1,
AITEAM_SPARE2,
AITEAM_SPARE3,
AITEAM_SPARE4,
AITEAM_NEUTRAL
} AITeam_t;
//
typedef enum
{
BBOX_SMALL,
BBOX_LARGE
} BBoxType_t;
//
// attributes
// !!! NOTE: any changes to this must be reflected in the attributeStrings in ai_cast.c
typedef enum
{
RUNNING_SPEED, // max = 300 (running speed)
WALKING_SPEED, // max = 300 (walking speed)
CROUCHING_SPEED, // max = 300 (crouching speed)
FOV, // max = 360 (field of view)
YAW_SPEED, // max = 300 (yaw speed, so we can make zombie's turn slowly)
LEADER, // max = 1.0 (ability to lead an AI squadron)
AIM_SKILL, // max = 1.0 (skill while aiming)
AIM_ACCURACY, // max = 1.0 (accuracy of firing)
ATTACK_SKILL, // max = 1.0 (ability to attack and do other things, like retreat)
REACTION_TIME, // max = 1.0 (upon seeing enemy, wait this long before reaction)
ATTACK_CROUCH, // max = 1.0 (likely to crouch while firing)
IDLE_CROUCH, // max = 1.0 (likely to crouch while idling)
AGGRESSION, // max = 1.0 (willingness to fight till the death)
TACTICAL, // max = 1.0 (ability to use strategy to their advantage, also behaviour whilst hunting enemy, more likely to creep around)
CAMPER, // max = 1.0 (set this to make them stay in the spot they are spawned)
ALERTNESS, // max = 1.0 (ability to notice enemies at long range)
STARTING_HEALTH, // MAX = 999 (starting health)
HEARING_SCALE, // max = 999 (multiply default hearing ranges by this)
INNER_DETECTION_RADIUS, // default = 512 (enemies within this range trigger immediate combat mode
PAIN_THRESHOLD_SCALE, // default = 1.0
AICAST_MAX_ATTRIBUTES
} castAttributes_t;
//
typedef struct {
char *name;
float attributes[AICAST_MAX_ATTRIBUTES];
char *sightSoundScript;
char *attackSoundScript;
char *ordersSoundScript;
char *deathSoundScript;
char *quietDeathSoundScript; //----(SA) added for silent deaths (sniper/knife)
char *painSoundScript;
char *staySoundScript;
char *followSoundScript;
char *ordersDenySoundScript;
int aiTeam;
char *skin;
int weapons[8];
int bboxType;
vec2_t crouchstandZ;
int aiFlags;
char *( *aifuncAttack1 )( struct cast_state_s *cs ); //use this battle aifunc for monster_attack1
char *( *aifuncAttack2 )( struct cast_state_s *cs ); //use this battle aifunc for monster_attack2
char *( *aifuncAttack3 )( struct cast_state_s *cs ); //use this battle aifunc for monster_attack2
char *loopingSound; // play this sound constantly while alive
aistateEnum_t aiState;
} AICharacterDefaults_t;
//
// script flags
#define SFL_NOCHANGEWEAPON 0x1
#define SFL_NOAIDAMAGE 0x2
#define SFL_FRIENDLYSIGHTCORPSE_TRIGGERED 0x4
#define SFL_WAITING_RESTORE 0x8
#define SFL_FIRST_CALL 0x10
//
// attributes strings (used for per-entity attribute definitions)
// NOTE: these must match the attributes above)
extern char *castAttributeStrings[];
extern AICharacterDefaults_t aiDefaults[NUM_CHARACTERS];
//
// structure defines
//
#define AIVIS_ENEMY 1
#define AIVIS_INSPECTED 2 // we have inspected them once already
#define AIVIS_INSPECT 4 // we should inspect them when we get a chance
#define AIVIS_PROCESS_SIGHTING 8 // so we know if we have or haven't processed the sighting since they were last seen
//
// share range
#define AIVIS_SHARE_RANGE 170 // if we are within this range of a friendly, share their vis info
//
#define MAX_CHASE_MARKERS 3
#define CHASE_MARKER_INTERVAL 1000
//
#define COMBAT_TIMEOUT 8000
// sight info
typedef struct
{
int flags;
int lastcheck_timestamp;
int real_visible_timestamp;
int real_update_timestamp;
int real_notvisible_timestamp;
int visible_timestamp; // time we last recorded a sighting
vec3_t visible_pos; // position we last knew of them being at (could be hearing, etc)
vec3_t real_visible_pos; // position we last physically saw them
vec3_t visible_vel; // velocity during last sighting
int notvisible_timestamp; // last time we didn't see the entity (used for reaction delay)
vec3_t chase_marker[MAX_CHASE_MARKERS];
int chase_marker_count;
int lastcheck_health;
} cast_visibility_t;
//
// starting weapons, ammo, etc
typedef struct
{
int startingWeapons[MAX_WEAPONS / ( sizeof( int ) * 8 )];
int startingAmmo[MAX_WEAPONS]; // starting ammo values for each weapon (set to 999 for unlimited)
} cast_weapon_info_t;
//
// scripting
typedef struct
{
char *actionString;
qboolean ( *actionFunc )( struct cast_state_s *cs, char *params );
} cast_script_stack_action_t;
//
typedef struct
{
//
// set during script parsing
cast_script_stack_action_t *action; // points to an action to perform
char *params;
} cast_script_stack_item_t;
//
#define AICAST_MAX_SCRIPT_STACK_ITEMS 64
//
typedef struct
{
cast_script_stack_item_t items[AICAST_MAX_SCRIPT_STACK_ITEMS];
int numItems;
} cast_script_stack_t;
//
typedef struct
{
int eventNum; // index in scriptEvents[]
char *params; // trigger targetname, etc
cast_script_stack_t stack;
} cast_script_event_t;
//
typedef struct
{
char *eventStr;
qboolean ( *eventMatch )( cast_script_event_t *event, char *eventParm );
} cast_script_event_define_t;
//
typedef struct
{
int castScriptStackHead, castScriptStackChangeTime;
int castScriptEventIndex; // current event containing stack of actions to perform
// scripting system AI variables (set by scripting system, used directly by AI)
int scriptId; // incremented each time the script changes
int scriptFlags;
int scriptNoAttackTime;
int scriptNoMoveTime;
int scriptGotoEnt; // just goto them, then resume normal behaviour (don't follow)
int scriptGotoId;
vec3_t scriptWaitPos;
int scriptWaitMovetime;
vec3_t scriptWaitHidePos;
int scriptWaitHideTime;
int scriptNoSightTime;
int scriptAttackEnt; // we should always attack this AI if they are alive
} cast_script_status_t;
//
typedef struct
{
aistateEnum_t currentState;
aistateEnum_t nextState;
int nextStateTimer; // time left until "newState" is reached
} aistate_t;
//
typedef enum
{
MS_DEFAULT,
MS_WALK,
MS_RUN,
MS_CROUCH
} movestate_t;
//
typedef enum
{
MSTYPE_NONE,
MSTYPE_TEMPORARY,
MSTYPE_PERMANENT
} movestateType_t;
//
//
typedef struct aicast_checkattack_cache_s
{
int enemy;
qboolean allowHitWorld;
int time;
int weapon;
qboolean result;
} aicast_checkattack_cache_t;
//
// --------------------------------------------------------------------------------
// the main cast structure
typedef struct cast_state_s
{
bot_state_t *bs;
int entityNum;
int aasWorldIndex; // set this according to our bounding box type
// Cast specific information follows. Add to this as needed, this way the bot_state_t structure
// remains untouched.
int aiCharacter;
int aiFlags;
int lastThink; // time they last thinked, so we can vary the think times
int actionFlags; // cast AI specific movement flags
int lastPain, lastPainDamage;
int travelflags;
int thinkFuncChangeTime;
aistateEnum_t aiState;
movestate_t movestate; // walk, run, crouch etc (can be specified in a script)
movestateType_t movestateType; // temporary, permanent, etc
float attributes[AICAST_MAX_ATTRIBUTES];
// these define the abilities of each cast AI
// scripting system
int numCastScriptEvents;
cast_script_event_t *castScriptEvents; // contains a list of actions to perform for each event type
cast_script_status_t castScriptStatus; // current status of scripting
cast_script_status_t castScriptStatusCurrent; // scripting status to use for backups
cast_script_status_t castScriptStatusBackup; // perm backup of status of scripting, only used by backup and restore commands
int scriptCallIndex; // inc'd each time a script is called
int scriptAnimTime, scriptAnimNum; // last time an anim was played using scripting
// the accumulation buffer
int scriptAccumBuffer[MAX_SCRIPT_ACCUM_BUFFERS];
//
cast_weapon_info_t *weaponInfo; // FIXME: make this a list, so they can have multiple weapons?
cast_visibility_t vislist[MAX_CLIENTS]; // array of all other client entities, allocated at level start-up
int weaponFireTimes[MAX_WEAPONS];
char *( *aifunc )( struct cast_state_s *cs ); //current AI function
char *( *oldAifunc )( struct cast_state_s *cs ); // just so we can restore the last aiFunc if required
char *( *aifuncAttack1 )( struct cast_state_s *cs ); //use this battle aifunc for monster_attack1
char *( *aifuncAttack2 )( struct cast_state_s *cs ); //use this battle aifunc for monster_attack2
char *( *aifuncAttack3 )( struct cast_state_s *cs ); //use this battle aifunc for monster_attack2
void ( *painfunc )( gentity_t *ent, gentity_t *attacker, int damage, vec3_t point );
void ( *deathfunc )( gentity_t *ent, gentity_t *attacker, int damage, int mod ); //----(SA) added mod
void ( *sightfunc )( gentity_t *ent, gentity_t *other, int lastSight );
//int (*getDeathAnim)(gentity_t *ent, gentity_t *attacker, int damage);
void ( *sightEnemy )( gentity_t *ent, gentity_t *other );
void ( *sightFriend )( gentity_t *ent, gentity_t *other );
void ( *activate )( int entNum, int activatorNum );
//
// !!! NOTE: make sure any entityNum type variables get initialized
// to -1 in AICast_CreateCharacter(), or they'll be defaulting to
// the player (index 0)
//
// goal/AI stuff
int followEntity;
float followDist;
qboolean followIsGoto; // we are really just going to the entity, but should wait until scripting tells us we can stop
int followTime; // if this runs out, the scripting has probably been interupted
qboolean followSlowApproach;
int leaderNum; // entnum of player we are following
float speedScale; // so we can vary movement speed
float combatGoalTime;
vec3_t combatGoalOrigin;
int lastGetHidePos;
int startAttackCount; // incremented each time we start a standing attack
// used to make sure we only find a combat spot once per attack
int combatSpotAttackCount;
int combatSpotDelayTime;
int startBattleChaseTime;
int blockedTime; // time they were last blocked by a solid entity
int obstructingTime; // time that we should move so we are not obstructing someone else
vec3_t obstructingPos;
int blockedAvoidTime;
float blockedAvoidYaw;
int deathTime;
int rebirthTime, revivingTime;
// battle values
int enemyHeight;
int enemyDist;
vec3_t takeCoverPos, takeCoverEnemyPos;
int takeCoverTime;
int attackSpotTime;
int triggerReleaseTime;
int lastWeaponFired; // set each time a weapon is fired. used to detect when a weapon has been fired from within scripting
vec3_t lastWeaponFiredPos;
int lastWeaponFiredWeaponNum;
// idle behaviour stuff
int lastEnemy, nextIdleAngleChange;
float idleYawChange, idleYaw;
qboolean crouchHideFlag;
int doorMarker, doorEntNum;
// Rafael
int attackSNDtime;
int attacksnd;
int painSoundTime;
int firstSightTime;
qboolean secondDeadTime;
// done
int startGrenadeFlushTime;
int lockViewAnglesTime;
int grenadeFlushEndTime;
int grenadeFlushFiring;
int dangerEntity;
int dangerEntityValidTime; // dangerEntity is valid until this time expires
vec3_t dangerEntityPos; // dangerEntity is predicted to end up here
int dangerEntityTimestamp; // time this danger was recorded
float dangerDist;
int mountedEntity; // mg42, etc that we have mounted
int inspectBodyTime;
vec3_t startOrigin;
int damageQuota;
int damageQuotaTime;
int dangerLastGetAvoid;
int lastAvoid;
int doorMarkerTime, doorMarkerNum, doorMarkerDoor;
int pauseTime; // absolutely don't move move while this is > level.time
aicast_checkattack_cache_t checkAttackCache;
int secretsFound;
int attempts;
qboolean grenadeGrabFlag; // if this is set, we need to play the anim before we can grab it
vec3_t lastMoveToPosGoalOrg; // if this changes, we should reset the Bot Avoid Reach
int noAttackTime; // used by dynamic AI to stop attacking for set time
int lastRollMove;
int lastFlipMove;
vec3_t stimFlyAttackPos;
int lastDodgeRoll; // last time we rolled to get out of our enemies direct aim
int battleRollTime;
vec3_t viewlock_viewangles;
int grenadeKickWeapon;
int animHitCount; // for stepping through the frames on which to inflict damage
int totalPlayTime, lastLoadTime;
int queryStartTime, queryCountValidTime, queryCount, queryAlertSightTime;
int lastScriptSound;
int inspectNum;
int scriptPauseTime;
int bulletImpactTime; // last time we heard/saw a bullet impact
int bulletImpactIgnoreTime;
vec3_t bulletImpactStart, bulletImpactEnd;
int audibleEventTime;
vec3_t audibleEventOrg;
int audibleEventEnt;
int battleChaseMarker, battleChaseMarkerDir;
int lastBattleHunted; // last time an enemy decided to hunt us
int battleHuntPauseTime, battleHuntViewTime;
int lastAttackCrouch;
int lastMoveThink; // last time we ran our ClientThink()
int numEnemies; // last count of enemies that are currently pursuing us
// -------------------------------------------------------------------------------------------
// if working on a post release patch, new variables should ONLY be inserted after this point
// -------------------------------------------------------------------------------------------
} cast_state_t;
//
#define CSFOFS( x ) ( (size_t)&( ( (cast_state_t *)0 )->x ) )
//
typedef struct aicast_predictmove_s
{
vec3_t endpos; //position at the end of movement prediction
vec3_t velocity; //velocity at the end of movement prediction
int presencetype; //presence type at end of movement prediction
int stopevent; //event that made the prediction stop
float time; //time predicted ahead
int frames; //number of frames predicted ahead
int numtouch;
int touchents[MAXTOUCH];
int groundEntityNum;
} aicast_predictmove_t;
//
// variables/globals
//
//cast states
extern cast_state_t *caststates;
//number of characters
extern int numcast;
//
// minimum time between thinks (maximum is double this)
extern int aicast_thinktime;
// maximum number of character thinks at once
extern int aicast_maxthink;
// maximum clients
extern int aicast_maxclients;
// skill scale
extern float aicast_skillscale;
//
// cvar to enable aicast debugging, set higher for more levels of debugging
extern vmCvar_t aicast_debug;
extern vmCvar_t aicast_debugname;
extern vmCvar_t aicast_scripts;
//
extern int numSecrets;
//
// procedure defines
//
// ai_cast.c
void AIChar_SetBBox( gentity_t *ent, cast_state_t *cs );
void AICast_Printf( int type, const char *fmt, ... ) __attribute__ ((format (printf, 2, 3)));
gentity_t *AICast_CreateCharacter( gentity_t *ent, float *attributes, cast_weapon_info_t *weaponInfo, char *castname, char *model, char *head, char *sex, char *color, char *handicap );
void AICast_Init( void );
void AICast_DelayedSpawnCast( gentity_t *ent, int castType );
qboolean AICast_SolidsInBBox( vec3_t pos, vec3_t mins, vec3_t maxs, int entnum, int mask );
void AICast_CheckLevelAttributes( cast_state_t *cs, gentity_t *ent, char **ppStr );
//
// ai_cast_sight.c
void AICast_SightUpdate( int numchecks );
qboolean AICast_VisibleFromPos( vec3_t srcpos, int srcnum,
vec3_t destpos, int destnum, qboolean updateVisPos );
void AICast_UpdateVisibility( gentity_t *srcent, gentity_t *destent, qboolean shareVis, qboolean directview );
qboolean AICast_CheckVisibility( gentity_t *srcent, gentity_t *destent );
void AICast_SightSoundEvent( cast_state_t *cs, float range );
//
// ai_cast_debug.c
void AICast_DBG_InitAIFuncs( void );
void AICast_DBG_AddAIFunc( cast_state_t *cs, char *funcname );
void AICast_DBG_ListAIFuncs( cast_state_t *cs, int numprint );
void AICast_DBG_RouteTable_f( vec3_t org, char *param );
int Sys_MilliSeconds( void );
void AICast_DebugFrame( cast_state_t *cs );
//
// ai_cast_funcs.c
bot_moveresult_t *AICast_MoveToPos( cast_state_t *cs, vec3_t pos, int entnum );
float AICast_SpeedScaleForDistance( cast_state_t *cs, float startdist, float idealDist );
char *AIFunc_DefaultStart( cast_state_t *cs );
char *AIFunc_IdleStart( cast_state_t *cs );
char *AIFunc_ChaseGoalIdleStart( cast_state_t *cs, int entitynum, float reachdist );
char *AIFunc_ChaseGoalStart( cast_state_t *cs, int entitynum, float reachdist, qboolean slowApproach );
char *AIFunc_BattleChaseStart( cast_state_t *cs );
char *AIFunc_BattleStart( cast_state_t *cs );
char *AIFunc_DoorMarkerStart( cast_state_t *cs, int doornum, int markernum );
char *AIFunc_DoorMarker( cast_state_t *cs );
char *AIFunc_BattleTakeCoverStart( cast_state_t *cs );
char *AIFunc_GrenadeFlushStart( cast_state_t *cs );
char *AIFunc_AvoidDangerStart( cast_state_t *cs );
char *AIFunc_BattleMG42Start( cast_state_t *cs );
char *AIFunc_InspectBodyStart( cast_state_t *cs );
char *AIFunc_GrenadeKickStart( cast_state_t *cs );
char *AIFunc_InspectFriendlyStart( cast_state_t *cs, int entnum );
char *AIFunc_InspectBulletImpactStart( cast_state_t *cs );
char *AIFunc_InspectAudibleEventStart( cast_state_t *cs, int entnum );
char *AIFunc_BattleAmbushStart( cast_state_t *cs );
char *AIFunc_BattleHuntStart( cast_state_t *cs );
//
// ai_cast_func_attack.c
char *AIFunc_ZombieFlameAttackStart( cast_state_t *cs );
char *AIFunc_ZombieAttack2Start( cast_state_t *cs );
char *AIFunc_LoperAttack1Start( cast_state_t *cs );
char *AIFunc_LoperAttack2Start( cast_state_t *cs );
char *AIFunc_LoperAttack3Start( cast_state_t *cs );
char *AIFunc_StimSoldierAttack1Start( cast_state_t *cs );
char *AIFunc_StimSoldierAttack2Start( cast_state_t *cs );
char *AIFunc_BlackGuardAttack1Start( cast_state_t *cs );
char *AIFunc_RejectAttack1Start( cast_state_t *cs ); //----(SA)
char *AIFunc_WarriorZombieMeleeStart( cast_state_t *cs );
char *AIFunc_WarriorZombieSightStart( cast_state_t *cs );
char *AIFunc_WarriorZombieDefenseStart( cast_state_t *cs );
//
// ai_cast_func_boss1.c
char *AIFunc_FZombie_IdleStart( cast_state_t *cs );
char *AIFunc_FZombie_HandLightningAttackStart( cast_state_t *cs );
char *AIFunc_FZombie_LightningAttackStart( cast_state_t *cs );
char *AIFunc_Helga_IdleStart( cast_state_t *cs );
char *AIFunc_FlameZombie_PortalStart( cast_state_t *cs );
//
// ai_cast_fight.c
qboolean AICast_StateChange( cast_state_t *cs, aistateEnum_t newaistate );
void AICast_WeaponSway( cast_state_t *cs, vec3_t ofs );
int AICast_ScanForEnemies( cast_state_t *cs, int *enemies );
void AICast_UpdateBattleInventory( cast_state_t *cs, int enemy );
float AICast_Aggression( cast_state_t *cs );
int AICast_WantsToChase( cast_state_t *cs );
int AICast_WantsToTakeCover( cast_state_t *cs, qboolean attacking );
qboolean AICast_EntityVisible( cast_state_t *cs, int enemynum, qboolean directview );
bot_moveresult_t AICast_CombatMove( cast_state_t *cs, int tfl );
qboolean AICast_AimAtEnemy( cast_state_t *cs );
qboolean AICast_CheckAttackAtPos( int entnum, int enemy, vec3_t pos, qboolean ducking, qboolean allowHitWorld );
qboolean AICast_CheckAttack( cast_state_t *cs, int enemy, qboolean allowHitWorld );
void AICast_ProcessAttack( cast_state_t *cs );
void AICast_ChooseWeapon( cast_state_t *cs, qboolean battleFunc );
qboolean AICast_GetTakeCoverPos( cast_state_t *cs, int enemyNum, vec3_t enemyPos, vec3_t returnPos );
qboolean AICast_CanMoveWhileFiringWeapon( int weaponnum );
float AICast_GetWeaponSoundRange( int weapon );
qboolean AICast_StopAndAttack( cast_state_t *cs );
qboolean AICast_WantToRetreat( cast_state_t *cs );
int AICast_SafeMissileFire( gentity_t *ent, int duration, int enemyNum, vec3_t enemyPos, int selfNum, vec3_t endPos );
void AIChar_AttackSound( cast_state_t *cs );
qboolean AICast_GotEnoughAmmoForWeapon( cast_state_t *cs, int weapon );
qboolean AICast_HostileEnemy( cast_state_t *cs, int enemynum );
qboolean AICast_QueryEnemy( cast_state_t *cs, int enemynum );
void AICast_AudibleEvent( int srcnum, vec3_t pos, float range );
//
// ai_cast_events.c
void AICast_Pain( gentity_t *targ, gentity_t *attacker, int damage, vec3_t point );
void AICast_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath );
void AICast_Sight( gentity_t *ent, gentity_t *other, int lastSight );
void AICast_EndChase( cast_state_t *cs );
void AICast_ProcessActivate( int entNum, int activatorNum );
//
// ai_cast_think.c
void AICast_Think( int client, float thinktime );
void AICast_UpdateInput( cast_state_t *cs, int time );
void AICast_InputToUserCommand( cast_state_t * cs, bot_input_t * bi, usercmd_t * ucmd, int delta_angles[3] );
void AICast_PredictMovement( cast_state_t *cs, int numframes, float frametime, aicast_predictmove_t *move, usercmd_t *ucmd, int checkHitEnt );
void AICast_Blocked( cast_state_t *cs, bot_moveresult_t *moveresult, int activate, bot_goal_t *goal );
qboolean AICast_RequestCrouchAttack( cast_state_t *cs, vec3_t org, float time );
qboolean AICast_GetAvoid( cast_state_t *cs, bot_goal_t *goal, vec3_t outpos, qboolean reverse, int blockEnt );
void AICast_QueryThink( cast_state_t *cs );
void AICast_DeadClipWalls( cast_state_t *cs );
//
// ai_cast_script.c
qboolean AICast_ScriptRun( cast_state_t *cs, qboolean force );
//
// ai_cast_soldier.c
void AIChar_spawn( gentity_t *ent );
//
// other/external defines
void BotCheckAir( bot_state_t *bs );
void BotUpdateInput( bot_state_t *bs, int time );
float AngleDifference( float ang1, float ang2 );
float BotChangeViewAngle( float angle, float ideal_angle, float speed );
void BotInputToUserCommand( bot_input_t * bi, usercmd_t * ucmd, int delta_angles[3] );
void GibEntity( gentity_t *self, int killer );
void GibHead( gentity_t *self, int killer );
//
extern bot_state_t *botstates[MAX_CLIENTS];
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