1 //-------------------------------------------------------------------------
2 /*
3 Copyright (C) 1997, 2005 - 3D Realms Entertainment
4 
5 This file is part of Shadow Warrior version 1.2
6 
7 Shadow Warrior is free software; you can redistribute it and/or
8 modify it under the terms of the GNU General Public License
9 as published by the Free Software Foundation; either version 2
10 of the License, or (at your option) any later version.
11 
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
15 
16 See the GNU General Public License for more details.
17 
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
21 
22 Original Source: 1997 - Frank Maddin and Jim Norwood
23 Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
24 */
25 //-------------------------------------------------------------------------
26 
27 // BOTS.H
28 // Contains useful header information for bot creation
29 
30 #ifndef BOTS_H
31 #define BOTS_H
32 
33 
34 // BOT DEFINITIONS AND STRUCTURES
35 
36 typedef enum
37     {
38     BOTstand, BOThide, BOTrun, BOTduck, BOTjump, BOTstrafe, BOTshoot, BOTuseinv,
39     BOTopen, BOTswimup, BOTswimdown, BOTturn, BOTuserts
40     } BOT_Actions;
41 
42 // Linked lists containing node trees that are chosen based on desired actions
43 struct NODEstruct;
44 typedef struct NODEstruct NODE, *NODEp;
45 
46 struct NODEstruct
47     {
48     NODEp p, l, r;              // Pointers to tree nodes
49     int goalx, goaly, goalz;   // x,y,z point bot wants to get to
50     BOT_Actions action;         // Action to take if this node is reached
51     int tics;                  // Optionally stay in this node for x tics.
52     };
53 
54 struct NODETREEstruct;
55 typedef struct NODETREEstruct NODETREE, *NODETREEp;
56 
57 struct NODETREEstruct
58     {
59     short SpriteNum;        // Sprite number in sprite array of goal item
60     NODEp tree;             // This is the node tree used to navigate to goal
61     BOOL Locked;            // If list is locked, a bot is using/modifying it and
62                             // other bots cannot modify it while it's locked
63     };
64 
65 // Bots main action variables
66 typedef struct BOT_BRAIN
67     {
68     short tgt_inv;      // Inventory item it wants to use
69     short tgt_weapon;   // Weapon in wants to activate and use
70     short tgt_enemy;    // Enemy it wants to kill
71     short tgt_sprite;   // Sprite it wants to pickup or operate
72     short tgt_sector;   // Sector it wants to get to
73     short tgt_wall;     // Wall it wants to touch
74     BOT_Actions action; // Bot's current action
75     } BotBrain, *BotBrain_p;
76 
77 // NOTE:
78 // The following arrays should be saved off with save games!
79 
80 // 0  = Item not accessible, no item of type was found
81 // 1  = Shuriken
82 // 3  = Caltrops
83 // 4  = Gas Bomb
84 // 5  = Flash Bomb
85 // 6  = Uzi Ammo
86 // 7  = Shotgun Ammo
87 // 8  = Rocket Ammo
88 // 9  = 40mm Ammo
89 // 10 = Sticky Bombs
90 // 11 = Rail Ammo
91 // 12 = Head Ammo
92 // 13 = Heart Ammo
93 // 14 = Uzi
94 // 15 = Shotgun
95 // 16 = Rocket Launcher
96 // 17 = 40mm Launcher
97 // 18 = Rail Gun
98 // 19 = Head
99 // 20 = Heart
100 // 21 = MedKit
101 // 22 = Armor
102 // 23 = Big Armor
103 // 24 = Portable MedKit
104 // 25 = Fortune Cookie
105 ////////////////////////
106 extern NODETREE BOT_TREELIST[25][50]; // There can be up to 50 of each item
107                                       // with a cooresponding search tree for each
108 
109 #endif
110