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#ifndef G_BOT_CL_H_
#define G_BOT_CL_H_
// simple timeout handling ----------------------------------------------------
//
class UTL_RefFrameTimeout
{
protected:
refframe_t m_RefFrames;
refframe_t m_Base;
refframe_t m_Timeout;
public:
// ctors
UTL_RefFrameTimeout()
{
m_Timeout = 0;
Reset();
}
UTL_RefFrameTimeout( refframe_t _Timeout )
{
Set( _Timeout );
}
// set the timeout value
void Set( refframe_t _Timeout )
{
m_Timeout = _Timeout;
Reset();
}
// reset timeout
void Reset()
{
m_RefFrames = m_Timeout;
m_Base = SYSs_GetRefFrameCount();
}
// check for timeout
bool_t IsTimeout()
{
refframe_t diff = SYSs_GetRefFrameCount() - m_Base;
m_RefFrames -= diff;
if ( m_RefFrames < 0 ) {
m_RefFrames += m_Timeout;
return true;
} else {
return false;
}
}
};
// ****************************************************************************
// ****************************************************************************
// ****************************************************************************
//FIXME:
// this belongs into seperate OCT module
// ****************************************************************************
// ****************************************************************************
// ****************************************************************************
// object control orientations ------------------------------------------------
//
#define OCT_PITCH_UP -1
#define OCT_PITCH_DOWN +1
#define OCT_YAW_LEFT +1
#define OCT_YAW_RIGHT -1
#define OCT_ROLL_LEFT +1
#define OCT_ROLL_RIGHT -1
#define OCT_ACCELERATE +1
#define OCT_DECELERATE -1
// object control structure ---------------------------------------------------
//
struct object_control_s
{
ShipObject* pShip;
float rot_x; // do a rotation around the x axis - PITCH - ( -1 = divedown, +1 = pullup )
float rot_y; // do a rotation around the y axis - YAW - ( -1 = left, +1 = right )
float rot_z; // do a rotation around the z axis - ROLL - ( -1 = right, +1 = left )
float accel; // accel control ( +1 accelerate, -1 decelerate )
//FIXME: slide horiz/vert
//FIXME: numerically sane versions
bool_t IsPitch() const { return rot_x != 0.0f; }
bool_t IsYaw() const { return rot_y != 0.0f; }
bool_t IsRoll() const { return rot_z != 0.0f; }
bool_t IsMove() const { return accel != 0.0f; }
};
// do the desired object control
int OCT_DoControl( object_control_s* objctl );
// dump an object control to the console
void OCT_Dump(object_control_s* objctl );
// ****************************************************************************
// ****************************************************************************
// ****************************************************************************
// ----------------------------------------------------------------------------
//
class UTL_LocomotionController
{
protected:
int m_nRelaxedHeadingAngle;
int m_nFullSpeedHeading;
float m_fMinSpeedTurn; // min. speed to keep when doing a sharp turn
public:
// standard ctor
UTL_LocomotionController()
{
m_nRelaxedHeadingAngle = 5;
m_nFullSpeedHeading = 30;
m_fMinSpeedTurn = FIXED_TO_FLOAT( 500 );
}
// set the max. degrees the heading and the desired heading can differ
void SetRelaxedHeadingAngle( int nRelaxedHeadingAngle )
{
m_nRelaxedHeadingAngle = nRelaxedHeadingAngle;
}
// set the heading at which we should go full speed again after a turn
void SetFullSpeedHeading( int nFullSpeedHeading )
{
m_nFullSpeedHeading = nFullSpeedHeading;
}
// set the min. speed to keep during a turn
void SetMinSpeedTurn( fixed_t _MinSpeedTurn )
{
m_fMinSpeedTurn = FIXED_TO_FLOAT( _MinSpeedTurn );
}
void ControlOjbect( object_control_s* pObjctl, Vector3* pDesiredVelocity, fixed_t _DesiredSpeed );
};
// bot character properties ---------------------------------------------------
//
class BOT_Character
{
protected:
float m_fPlanInterval; // planning interval in secs
float m_fGoalCheckInterval; // goal checking interval in secs
float m_fInputChangeInterval; // input change interval in secs
public:
//ctor
BOT_Character();
// reset to defaults
void Reset();
// select the attack target
ShipObject* SelectAttackTarget( ShipObject* pAttacker );
ExtraObject* SelectEnergyObject();
ExtraObject* SelectRepairObject();
// getters
float GetPlanInterval_sec() const { return m_fPlanInterval; }
float GetGoalCheckInterval_sec() const { return m_fGoalCheckInterval; }
float GetInputChangeInterval_sec() const { return m_fInputChangeInterval; }
// friend functions
friend void RealizeBotChar();
};
// bot goal -------------------------------------------------------------------
//
class BOT_Goal
{
protected:
Vector3 m_Pos;
GenObject* m_pObject;
public:
BOT_Goal()
{
Reset();
}
void Reset()
{
memset( &m_Pos, 0, sizeof( Vector3 ) );
m_pObject = NULL;
}
// get the position the goal is at
Vector3* GetGoalPosition()
{
return &m_Pos;
}
// set/get target object
void SetTargetObject( GenObject* pObject ) { m_pObject = pObject; }
GenObject* GetTargetObject() const { return m_pObject; }
};
// current state of the bot ---------------------------------------------------
//
class BOT_State
{
protected:
BOT_Goal m_CurGoal;
object_control_s m_oc;
public:
BOT_State()
{
}
// reset the dynamic state of the bot
void Reset( ShipObject* pShip )
{
m_CurGoal.Reset();
memset( &m_oc, 0, sizeof( object_control_s ) );
m_oc.pShip = pShip;
}
BOT_Goal* GetCurGoal() { return &m_CurGoal; }
object_control_s* GetObjectControl() { return &m_oc; }
};
// type specifying the agent modes --------------------------------------------
//
enum agentmode_t {
AGENTMODE_IDLE = 1,
AGENTMODE_POWERUP = 2,
AGENTMODE_ATTACK = 3,
AGENTMODE_RETREAT = 4,
AGENTMODE_MAX = AGENTMODE_RETREAT
};
// main class for handling the bot AI -----------------------------------------
//
class BOT_AI
{
protected:
agentmode_t m_nAgentMode;
BOT_State m_State;
BOT_Character m_Character;
ShipObject* m_pShip;
UTL_RefFrameTimeout m_PlanTimeout;
UTL_RefFrameTimeout m_GoalCheckTimeout;
UTL_RefFrameTimeout m_InputTimeout;
Vector3 m_AgentPos;
public:
BOT_AI()
{
Reset();
}
// reset the bot AI
void Reset()
{
//m_nAgentMode = AGENTMODE_IDLE;
m_nAgentMode = AGENTMODE_ATTACK;
m_pShip = NULL;
m_State.Reset( m_pShip );
m_PlanTimeout.Set ( (refframe_t)m_Character.GetPlanInterval_sec() * FRAME_MEASURE_TIMEBASE );
m_GoalCheckTimeout.Set ( (refframe_t)m_Character.GetGoalCheckInterval_sec() * FRAME_MEASURE_TIMEBASE );
m_InputTimeout.Set ( (refframe_t)m_Character.GetInputChangeInterval_sec() * FRAME_MEASURE_TIMEBASE );
}
// set the ship object we want to control
void SetShipObject( ShipObject* pShip )
{
m_pShip = pShip;
m_State.Reset( pShip );
}
// main think function, called every render or sim frame ( client or server )
void DoThink();
// get the character of the bot
BOT_Character* GetCharacter() { return &m_Character; }
protected:
void _DoPlan();
void _GoalCheck_AgentMode_Idle();
void _GoalCheck_AgentMode_Powerup();
void _GoalCheck_AgentMode_Attack();
void _GoalCheck_AgentMode_Retreat();
void _SteerToPosition( Vector3* targetPos, object_control_s* pObjctl );
};
// easy access to the singleton -----------------------------------------------
//
#define TheBot ( BOT_ClientSide::GetClientSideBot() )
// forward decls --------------------------------------------------------------
//
PRIVATE int BOT_CallThink( void* param );
// the timeout in refframes to wait between status checks ---------------------
//
#define BOT_STATUS_CHECK_TIMEOUT DEFAULT_REFFRAME_FREQUENCY
// class for the client-side bot ----------------------------------------------
//
class BOT_ClientSide : public BOT_AI
{
protected:
// standard ctor
BOT_ClientSide() :
m_Started( FALSE ),
m_bWantToBeConnected( TRUE ),
m_bWantToBeJoined( TRUE ),
m_NextStatusCheckRefFrame( 0 )
{
memset( m_szServer, 0, MAX_SERVER_NAME * sizeof( char ) );
}
// standard dtor
~BOT_ClientSide()
{
}
// check whether current status (connected/joined etc. ) matches the desired one
void _CheckStatus();
protected:
int m_Started;
char m_szServer[ MAX_SERVER_NAME ];
int m_bWantToBeConnected;
int m_bWantToBeJoined;
// next refframe, we check for connect/disconnect/joined/unjoined
refframe_t m_NextStatusCheckRefFrame;
public:
// SINGLETON pattern
static BOT_ClientSide* GetClientSideBot()
{
static BOT_ClientSide _TheClientSideBot;
return &_TheClientSideBot;
}
// set/get of status flags
int GetDesiredConnStatus() const { return m_bWantToBeConnected; }
int GetDesiredJoinStatus() const { return m_bWantToBeJoined; }
void SetDesiredConnStatus( int bWantToBeConnected ) { m_bWantToBeConnected = bWantToBeConnected; }
void SetDesiredJoinStatus( int bWantToBeJoined ) { m_bWantToBeJoined = bWantToBeJoined; }
// overwritten think method to allow special client-side things
void DoThink();
// start the bot
void Start();
// stop the bot
void Stop();
// get the servername the client bot should connect to
char* GetConnectServer()
{
return m_szServer;
}
// set the server we want to connect to
void SetConnectServer( char* pszServer )
{
// trim left
char *p = NULL;
for( p = pszServer; *p == ' '; p++ );
if ( strncmp( p, "\"\"", 2 ) == 0 ) {
m_szServer[ 0 ] = '\0';
} else {
strncpy( m_szServer, p, MAX_SERVER_NAME );
}
}
};
#endif // G_BOT_CL_H_
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