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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_main.h
*
* desc: Quake3 bot AI
*
*
*****************************************************************************/
//#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
//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
//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 240 //4 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 CTF_GETFLAG_TIME 240 //4 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
//copied from the aas file header
#define PRESENCE_NONE 1
#define PRESENCE_NORMAL 2
#define PRESENCE_CROUCH 4
//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;
//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[MAX_GENTITIES]; //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 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 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 activate_time; //time to activate something
float activatemessage_time; //time to show activate message
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 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 weaponchange_time; //time the bot started changing weapons
float firethrottlewait_time; //amount of time to wait
float firethrottleshoot_time; //amount of time to shoot
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 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
//
int ltgtype; //long term goal type
//
int teammate; //team mate
bot_goal_t teamgoal; //the team 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 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[MAX_NETNAME]; //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
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 flagstatuschanged; //flag status changed
int forceorders; //true if forced to give orders
int flagcarrier; //team mate carrying the enemy flag
char subteam[32]; //sub team name
float formation_dist; //formation team mate intervening space
bot_goal_t activategoal; //goal to activate (buttons etc.)
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 );
// Ridah, defines for AI Cast system
int AICast_ShutdownClient( int client );
void AICast_Init( void );
void AICast_StartFrame( int time );
// done.
// from the game source
void QDECL BotAI_Print(int type, char *fmt, ...) __attribute__ ((format (printf, 2, 3)));
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 );
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