nuclide/src/botlib/bot.h

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/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#define COST_INFINITE 99999
enum
{
BOT_PERSONALITY_NORMAL,
BOT_PERSONALITY_AGRESSIVE,
BOT_PERSONALITY_DEFENSIVE
};
class bot:player
{
/* routing */
int m_iNodes;
int m_iCurNode;
nodeslist_t *m_pRoute;
float m_flNodeGiveup;
float m_flLastDist;
entity m_eDestination;
vector m_vecLastNode;
/* combat */
entity m_eTarget;
int m_iAttackMode;
float m_flAttackTime;
/* items */
int m_iOldItems;
/* visual */
float m_flSeeTime;
void(void) bot;
virtual void(void) Pain;
virtual void(void) RouteClear;
virtual void(void) WeaponThink;
virtual void(void) WeaponAttack;
virtual void(void) SeeThink;
virtual void(int, int) BrainThink;
virtual void(void) RunAI;
virtual void(void) CheckRoute;
virtual void(void) PreFrame;
virtual void(void) PostFrame;
};
entity Bot_AddQuick(void);