Fri, 10 Jan 2014 21:58:42 +0200
- major refactoring begins
//----------------------------------------------------------------------------- // // Skulltag Source // Copyright (C) 2002 Brad Carney // Copyright (C) 2007-2012 Skulltag Development Team // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // // 1. Redistributions of source code must retain the above copyright notice, // this list of conditions and the following disclaimer. // 2. Redistributions in binary form must reproduce the above copyright notice, // this list of conditions and the following disclaimer in the documentation // and/or other materials provided with the distribution. // 3. Neither the name of the Skulltag Development Team nor the names of its // contributors may be used to endorse or promote products derived from this // software without specific prior written permission. // 4. Redistributions in any form must be accompanied by information on how to // obtain complete source code for the software and any accompanying // software that uses the software. The source code must either be included // in the distribution or be available for no more than the cost of // distribution plus a nominal fee, and must be freely redistributable // under reasonable conditions. For an executable file, complete source // code means the source code for all modules it contains. It does not // include source code for modules or files that typically accompany the // major components of the operating system on which the executable file // runs. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE // ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE // LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR // CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF // SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS // INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN // CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) // ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE // POSSIBILITY OF SUCH DAMAGE. // // // // Filename: bots.h // // Description: Contains bot structures and prototypes // [Dusk] Cropped out the stuff botc doesn't need. // //----------------------------------------------------------------------------- #ifndef BOTC_BOTS_H #define BOTC_BOTS_H //***************************************************************************** // DEFINES // Maximum number of variables on the bot evaluation stack. #define BOTSCRIPT_STACK_SIZE 8 // Maximum number of botinto structures that can be defines. #define MAX_BOTINFO 128 // Maximum number of states that can appear in a script. #define MAX_NUM_STATES 256 // Maximum number of bot events that can be defined. #define MAX_NUM_EVENTS 32 // Maximum number of global bot events that can be defined. #define MAX_NUM_GLOBAL_EVENTS 32 // Maximum number of global variables that can be defined in a script. #define MAX_SCRIPT_VARIABLES 128 // Maximum number of global arrays that can be defined in a script. #define MAX_SCRIPT_ARRAYS 16 // Maximum number of global arrays that can be defined in a script. #define MAX_SCRIPTARRAY_SIZE 65536 // Maxmimum number of state (local) variables that can appear in a script. #define MAX_STATE_VARIABLES 16 // Maximum number of strings that can appear in a script stringlist. #define MAX_LIST_STRINGS 128 // Maximum length of those strings in the stringlist. #define MAX_STRING_LENGTH 256 // Maximum reaction time for a bot. #define MAX_REACTION_TIME 52 // Maximum number of events the bots can store up that it's waiting to react to. #define MAX_STORED_EVENTS 64 //***************************************************************************** typedef enum { // Bot skill ratings. BOTSKILL_VERYPOOR, BOTSKILL_POOR, BOTSKILL_LOW, BOTSKILL_MEDIUM, BOTSKILL_HIGH, BOTSKILL_EXCELLENT, BOTSKILL_SUPREME, BOTSKILL_GODLIKE, BOTSKILL_PERFECT, NUM_BOT_SKILLS } BOTSKILL_e; //***************************************************************************** // STRUCTURES // //***************************************************************************** // These are the botscript data headers that it writes out. typedef enum { DH_COMMAND, DH_STATEIDX, DH_STATENAME, DH_ONENTER, DH_MAINLOOP, DH_ONEXIT, DH_EVENT, DH_ENDONENTER, DH_ENDMAINLOOP, DH_ENDONEXIT, DH_ENDEVENT, DH_IFGOTO, DH_IFNOTGOTO, DH_GOTO, DH_ORLOGICAL, DH_ANDLOGICAL, DH_ORBITWISE, DH_EORBITWISE, DH_ANDBITWISE, DH_EQUALS, DH_NOTEQUALS, DH_LESSTHAN, DH_LESSTHANEQUALS, DH_GREATERTHAN, DH_GREATERTHANEQUALS, DH_NEGATELOGICAL, DH_LSHIFT, DH_RSHIFT, DH_ADD, DH_SUBTRACT, DH_UNARYMINUS, DH_MULTIPLY, DH_DIVIDE, DH_MODULUS, DH_PUSHNUMBER, DH_PUSHSTRINGINDEX, DH_PUSHGLOBALVAR, DH_PUSHLOCALVAR, DH_DROPSTACKPOSITION, DH_SCRIPTVARLIST, DH_STRINGLIST, DH_INCGLOBALVAR, DH_DECGLOBALVAR, DH_ASSIGNGLOBALVAR, DH_ADDGLOBALVAR, DH_SUBGLOBALVAR, DH_MULGLOBALVAR, DH_DIVGLOBALVAR, DH_MODGLOBALVAR, DH_INCLOCALVAR, DH_DECLOCALVAR, DH_ASSIGNLOCALVAR, DH_ADDLOCALVAR, DH_SUBLOCALVAR, DH_MULLOCALVAR, DH_DIVLOCALVAR, DH_MODLOCALVAR, DH_CASEGOTO, DH_DROP, DH_INCGLOBALARRAY, DH_DECGLOBALARRAY, DH_ASSIGNGLOBALARRAY, DH_ADDGLOBALARRAY, DH_SUBGLOBALARRAY, DH_MULGLOBALARRAY, DH_DIVGLOBALARRAY, DH_MODGLOBALARRAY, DH_PUSHGLOBALARRAY, DH_SWAP, DH_DUP, DH_ARRAYSET, NUM_DATAHEADERS } DATAHEADERS_e; //***************************************************************************** // These are the different bot events that can be posted to a bot's state. typedef enum { BOTEVENT_KILLED_BYENEMY, BOTEVENT_KILLED_BYPLAYER, BOTEVENT_KILLED_BYSELF, BOTEVENT_KILLED_BYENVIORNMENT, BOTEVENT_REACHED_GOAL, BOTEVENT_GOAL_REMOVED, BOTEVENT_DAMAGEDBY_PLAYER, BOTEVENT_PLAYER_SAY, BOTEVENT_ENEMY_KILLED, BOTEVENT_RESPAWNED, BOTEVENT_INTERMISSION, BOTEVENT_NEWMAP, BOTEVENT_ENEMY_USEDFIST, BOTEVENT_ENEMY_USEDCHAINSAW, BOTEVENT_ENEMY_FIREDPISTOL, BOTEVENT_ENEMY_FIREDSHOTGUN, BOTEVENT_ENEMY_FIREDSSG, BOTEVENT_ENEMY_FIREDCHAINGUN, BOTEVENT_ENEMY_FIREDMINIGUN, BOTEVENT_ENEMY_FIREDROCKET, BOTEVENT_ENEMY_FIREDGRENADE, BOTEVENT_ENEMY_FIREDRAILGUN, BOTEVENT_ENEMY_FIREDPLASMA, BOTEVENT_ENEMY_FIREDBFG, BOTEVENT_ENEMY_FIREDBFG10K, BOTEVENT_PLAYER_USEDFIST, BOTEVENT_PLAYER_USEDCHAINSAW, BOTEVENT_PLAYER_FIREDPISTOL, BOTEVENT_PLAYER_FIREDSHOTGUN, BOTEVENT_PLAYER_FIREDSSG, BOTEVENT_PLAYER_FIREDCHAINGUN, BOTEVENT_PLAYER_FIREDMINIGUN, BOTEVENT_PLAYER_FIREDROCKET, BOTEVENT_PLAYER_FIREDGRENADE, BOTEVENT_PLAYER_FIREDRAILGUN, BOTEVENT_PLAYER_FIREDPLASMA, BOTEVENT_PLAYER_FIREDBFG, BOTEVENT_PLAYER_FIREDBFG10K, BOTEVENT_USEDFIST, BOTEVENT_USEDCHAINSAW, BOTEVENT_FIREDPISTOL, BOTEVENT_FIREDSHOTGUN, BOTEVENT_FIREDSSG, BOTEVENT_FIREDCHAINGUN, BOTEVENT_FIREDMINIGUN, BOTEVENT_FIREDROCKET, BOTEVENT_FIREDGRENADE, BOTEVENT_FIREDRAILGUN, BOTEVENT_FIREDPLASMA, BOTEVENT_FIREDBFG, BOTEVENT_FIREDBFG10K, BOTEVENT_PLAYER_JOINEDGAME, BOTEVENT_JOINEDGAME, BOTEVENT_DUEL_STARTINGCOUNTDOWN, BOTEVENT_DUEL_FIGHT, BOTEVENT_DUEL_WINSEQUENCE, BOTEVENT_SPECTATING, BOTEVENT_LMS_STARTINGCOUNTDOWN, BOTEVENT_LMS_FIGHT, BOTEVENT_LMS_WINSEQUENCE, BOTEVENT_WEAPONCHANGE, BOTEVENT_ENEMY_BFGEXPLODE, BOTEVENT_PLAYER_BFGEXPLODE, BOTEVENT_BFGEXPLODE, BOTEVENT_RECEIVEDMEDAL, NUM_BOTEVENTS } BOTEVENT_e; #endif // BOTC_BOTS_H