ref: bea7b7bf8ccbc2bc41906517079e76fcfb31cb5a
dir: /code/game/be_ai_goal.h/
/* =========================================================================== 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 Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // /***************************************************************************** * name: be_ai_goal.h * * desc: goal AI * * $Archive: /source/code/botlib/be_ai_goal.h $ * *****************************************************************************/ #define MAX_AVOIDGOALS 256 #define MAX_GOALSTACK 8 #define GFL_NONE 0 #define GFL_ITEM 1 #define GFL_ROAM 2 #define GFL_DROPPED 4 //a bot goal typedef struct bot_goal_s { vec3_t origin; //origin of the goal int areanum; //area number of the goal vec3_t mins, maxs; //mins and maxs of the goal int entitynum; //number of the goal entity int number; //goal number int flags; //goal flags int iteminfo; //item information } bot_goal_t; //reset the whole goal state, but keep the item weights void BotResetGoalState(int goalstate); //reset avoid goals void BotResetAvoidGoals(int goalstate); //remove the goal with the given number from the avoid goals void BotRemoveFromAvoidGoals(int goalstate, int number); //push a goal onto the goal stack void BotPushGoal(int goalstate, bot_goal_t *goal); //pop a goal from the goal stack void BotPopGoal(int goalstate); //empty the bot's goal stack void BotEmptyGoalStack(int goalstate); //dump the avoid goals void BotDumpAvoidGoals(int goalstate); //dump the goal stack void BotDumpGoalStack(int goalstate); //get the name name of the goal with the given number void BotGoalName(int number, char *name, int size); //get the top goal from the stack int BotGetTopGoal(int goalstate, bot_goal_t *goal); //get the second goal on the stack int BotGetSecondGoal(int goalstate, bot_goal_t *goal); //choose the best long term goal item for the bot int BotChooseLTGItem(int goalstate, vec3_t origin, int *inventory, int travelflags); //choose the best nearby goal item for the bot //the item may not be further away from the current bot position than maxtime //also the travel time from the nearby goal towards the long term goal may not //be larger than the travel time towards the long term goal from the current bot position int BotChooseNBGItem(int goalstate, vec3_t origin, int *inventory, int travelflags, bot_goal_t *ltg, float maxtime); //returns true if the bot touches the goal int BotTouchingGoal(vec3_t origin, bot_goal_t *goal); //returns true if the goal should be visible but isn't int BotItemGoalInVisButNotVisible(int viewer, vec3_t eye, vec3_t viewangles, bot_goal_t *goal); //search for a goal for the given classname, the index can be used //as a start point for the search when multiple goals are available with that same classname int BotGetLevelItemGoal(int index, char *classname, bot_goal_t *goal); //get the next camp spot in the map int BotGetNextCampSpotGoal(int num, bot_goal_t *goal); //get the map location with the given name int BotGetMapLocationGoal(char *name, bot_goal_t *goal); //returns the avoid goal time float BotAvoidGoalTime(int goalstate, int number); //set the avoid goal time void BotSetAvoidGoalTime(int goalstate, int number, float avoidtime); //initializes the items in the level void BotInitLevelItems(void); //regularly update dynamic entity items (dropped weapons, flags etc.) void BotUpdateEntityItems(void); //interbreed the goal fuzzy logic void BotInterbreedGoalFuzzyLogic(int parent1, int parent2, int child); //save the goal fuzzy logic to disk void BotSaveGoalFuzzyLogic(int goalstate, char *filename); //mutate the goal fuzzy logic void BotMutateGoalFuzzyLogic(int goalstate, float range); //loads item weights for the bot int BotLoadItemWeights(int goalstate, char *filename); //frees the item weights of the bot void BotFreeItemWeights(int goalstate); //returns the handle of a newly allocated goal state int BotAllocGoalState(int client); //free the given goal state void BotFreeGoalState(int handle); //setup the goal AI int BotSetupGoalAI(void); //shut down the goal AI void BotShutdownGoalAI(void);