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botlib.h
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/*
===========================================================================
Wolfenstein: Enemy Territory GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Wolfenstein: Enemy Territory GPL Source Code (Wolf ET Source Code).
Wolf ET 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 3 of the License, or
(at your option) any later version.
Wolf ET 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 Wolf ET Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Wolf: ET Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Wolf ET Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
//===========================================================================
//
/*****************************************************************************
* name: botlib.h
*
* desc: bot AI library
*
*
*****************************************************************************/
#include "../game/be_aas.h"
#define BOTLIB_API_VERSION 2
struct aas_clientmove_s;
struct aas_entityinfo_s;
struct bot_consolemessage_s;
struct bot_match_s;
struct bot_goal_s;
struct bot_moveresult_s;
struct bot_initmove_s;
struct weaponinfo_s;
#define MAX_DEBUGPOLYS 4096
typedef struct bot_debugpoly_s {
int inuse;
int color;
int numPoints;
vec3_t points[128];
} bot_debugpoly_t;
typedef void ( *BotPolyFunc )( int color, int numPoints, float *points );
// RF, these need to be here so the botlib also knows how many bot game entities there are
#define NUM_BOTGAMEENTITIES 384
#define BLOCKINGFLAG_MOVER ( ~0x7fffffff )
//debug line colors
#define LINECOLOR_NONE -1
#define LINECOLOR_RED 1 //0xf2f2f0f0L
#define LINECOLOR_GREEN 2 //0xd0d1d2d3L
#define LINECOLOR_BLUE 3 //0xf3f3f1f1L
#define LINECOLOR_YELLOW 4 //0xdcdddedfL
#define LINECOLOR_ORANGE 5 //0xe0e1e2e3L
//Print types
#define PRT_MESSAGE 1
#define PRT_WARNING 2
#define PRT_ERROR 3
#define PRT_FATAL 4
#define PRT_EXIT 5
//console message types
#define CMS_NORMAL 0
#define CMS_CHAT 1
//botlib error codes
#define BLERR_NOERROR 0 //no error
#define BLERR_LIBRARYNOTSETUP 1 //library not setup
#define BLERR_LIBRARYALREADYSETUP 2 //BotSetupLibrary: library already setup
#define BLERR_INVALIDCLIENTNUMBER 3 //invalid client number
#define BLERR_INVALIDENTITYNUMBER 4 //invalid entity number
#define BLERR_NOAASFILE 5 //BotLoadMap: no AAS file available
#define BLERR_CANNOTOPENAASFILE 6 //BotLoadMap: cannot open AAS file
#define BLERR_CANNOTSEEKTOAASFILE 7 //BotLoadMap: cannot seek to AAS file
#define BLERR_CANNOTREADAASHEADER 8 //BotLoadMap: cannot read AAS header
#define BLERR_WRONGAASFILEID 9 //BotLoadMap: incorrect AAS file id
#define BLERR_WRONGAASFILEVERSION 10 //BotLoadMap: incorrect AAS file version
#define BLERR_CANNOTREADAASLUMP 11 //BotLoadMap: cannot read AAS file lump
#define BLERR_NOBSPFILE 12 //BotLoadMap: no BSP file available
#define BLERR_CANNOTOPENBSPFILE 13 //BotLoadMap: cannot open BSP file
#define BLERR_CANNOTSEEKTOBSPFILE 14 //BotLoadMap: cannot seek to BSP file
#define BLERR_CANNOTREADBSPHEADER 15 //BotLoadMap: cannot read BSP header
#define BLERR_WRONGBSPFILEID 16 //BotLoadMap: incorrect BSP file id
#define BLERR_WRONGBSPFILEVERSION 17 //BotLoadMap: incorrect BSP file version
#define BLERR_CANNOTREADBSPLUMP 18 //BotLoadMap: cannot read BSP file lump
#define BLERR_AICLIENTNOTSETUP 19 //BotAI: client not setup
#define BLERR_AICLIENTALREADYSETUP 20 //BotSetupClient: client already setup
#define BLERR_AIMOVEINACTIVECLIENT 21 //BotMoveClient: cannot move inactive client
#define BLERR_AIMOVETOACTIVECLIENT 22 //BotMoveClient: cannot move to active client
#define BLERR_AICLIENTALREADYSHUTDOWN 23 //BotShutdownClient: client not setup
#define BLERR_AIUPDATEINACTIVECLIENT 24 //BotUpdateClient: called for inactive client
#define BLERR_AICMFORINACTIVECLIENT 25 //BotConsoleMessage: called for inactive client
#define BLERR_SETTINGSINACTIVECLIENT 26 //BotClientSettings: called for inactive client
#define BLERR_CANNOTLOADICHAT 27 //BotSetupClient: cannot load initial chats
#define BLERR_CANNOTLOADITEMWEIGHTS 28 //BotSetupClient: cannot load item weights
#define BLERR_CANNOTLOADITEMCONFIG 29 //BotSetupLibrary: cannot load item config
#define BLERR_CANNOTLOADWEAPONWEIGHTS 30 //BotSetupClient: cannot load weapon weights
#define BLERR_CANNOTLOADWEAPONCONFIG 31 //BotSetupLibrary: cannot load weapon config
#define BLERR_INVALIDSOUNDINDEX 32 //BotAddSound: invalid sound index value
//action flags
#define ACTION_ATTACK 1
#define ACTION_USE 2
#define ACTION_RESPAWN 4
#define ACTION_JUMP 8
#define ACTION_MOVEUP 8
#define ACTION_CROUCH 16
#define ACTION_MOVEDOWN 16
#define ACTION_MOVEFORWARD 32
#define ACTION_MOVEBACK 64
#define ACTION_MOVELEFT 128
#define ACTION_MOVERIGHT 256
#define ACTION_DELAYEDJUMP 512
#define ACTION_TALK 1024
#define ACTION_GESTURE 2048
#define ACTION_WALK 4096
#define ACTION_RELOAD 8192
// START xkan, 9/16/2002
#define ACTION_PRONE 16384
// END xkan, 9/16/2002
//the bot input, will be converted to an usercmd_t
typedef struct bot_input_s
{
float thinktime; //time since last output (in seconds)
vec3_t dir; //movement direction
float speed; //speed in the range [0, 400]
vec3_t viewangles; //the view angles
int actionflags; //one of the ACTION_? flags
int weapon; //weapon to use
} bot_input_t;
//entity state
typedef struct bot_entitystate_s
{
int type; // entity type
int flags; // entity flags
vec3_t origin; // origin of the entity
vec3_t angles; // angles of the model
vec3_t old_origin; // for lerping
vec3_t mins; // bounding box minimums
vec3_t maxs; // bounding box maximums
int groundent; // ground entity
int solid; // solid type
int modelindex; // model used
int modelindex2; // weapons, CTF flags, etc
int frame; // model frame number
int event; // impulse events -- muzzle flashes, footsteps, etc
int eventParm; // even parameter
int powerups; // bit flags
int weapon; // determines weapon and flash model, etc
int legsAnim; // mask off ANIM_TOGGLEBIT
int torsoAnim; // mask off ANIM_TOGGLEBIT
// int weapAnim; // mask off ANIM_TOGGLEBIT //----(SA) added
//----(SA) didn't want to comment in as I wasn't sure of any implications of changing this structure.
} bot_entitystate_t;
//bot AI library exported functions
typedef struct botlib_import_s
{
//print messages from the bot library
void ( QDECL * Print )( int type, char *fmt, ... );
//trace a bbox through the world
void ( *Trace )( bsp_trace_t *trace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int passent, int contentmask );
//trace a bbox against a specific entity
void ( *EntityTrace )( bsp_trace_t *trace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int entnum, int contentmask );
//retrieve the contents at the given point
int ( *PointContents )( vec3_t point );
//check if the point is in potential visible sight
int ( *inPVS )( vec3_t p1, vec3_t p2 );
//retrieve the BSP entity data lump
char *( *BSPEntityData )( void );
//
void ( *BSPModelMinsMaxsOrigin )( int modelnum, vec3_t angles, vec3_t mins, vec3_t maxs, vec3_t origin );
//send a bot client command
void ( *BotClientCommand )( int client, char *command );
//memory allocation
void *( *GetMemory )( int size );
void ( *FreeMemory )( void *ptr );
void ( *FreeZoneMemory )( void );
void *( *HunkAlloc )( int size );
//file system access
int ( *FS_FOpenFile )( const char *qpath, fileHandle_t *file, fsMode_t mode );
int ( *FS_Read )( void *buffer, int len, fileHandle_t f );
int ( *FS_Write )( const void *buffer, int len, fileHandle_t f );
void ( *FS_FCloseFile )( fileHandle_t f );
int ( *FS_Seek )( fileHandle_t f, long offset, int origin );
//debug visualisation stuff
int ( *DebugLineCreate )( void );
void ( *DebugLineDelete )( int line );
void ( *DebugLineShow )( int line, vec3_t start, vec3_t end, int color );
//
int ( *DebugPolygonCreate )( int color, int numPoints, vec3_t *points );
bot_debugpoly_t* ( *DebugPolygonGetFree )( void );
void ( *DebugPolygonDelete )( int id );
void ( *DebugPolygonDeletePointer )( bot_debugpoly_t* pPoly );
//
// Ridah, Cast AI stuff
qboolean ( *BotVisibleFromPos )( vec3_t srcpos, int srcnum, vec3_t destpos, int destnum, qboolean updateVisPos );
qboolean ( *BotCheckAttackAtPos )( int entnum, int enemy, vec3_t pos, qboolean ducking, qboolean allowHitWorld );
// done.
// Gordon: ability for botlib to check for singleplayer
// Arnout: removed again, botlibsetup already has a parameter 'singleplayer'
//qboolean (*BotGameIsSinglePlayer) ( void );
// Gordon: direct hookup into rendering, stop using this silly debugpoly faff
void ( *BotDrawPolygon )( int color, int numPoints, float *points );
} botlib_import_t;
typedef struct aas_export_s
{
//-----------------------------------
// be_aas_entity.h
//-----------------------------------
void ( *AAS_EntityInfo )( int entnum, struct aas_entityinfo_s *info );
//-----------------------------------
// be_aas_main.h
//-----------------------------------
int ( *AAS_Initialized )( void );
void ( *AAS_PresenceTypeBoundingBox )( int presencetype, vec3_t mins, vec3_t maxs );
float ( *AAS_Time )( void );
//--------------------------------------------
// be_aas_sample.c
//--------------------------------------------
int ( *AAS_PointAreaNum )( vec3_t point );
int ( *AAS_TraceAreas )( vec3_t start, vec3_t end, int *areas, vec3_t *points, int maxareas );
int ( *AAS_BBoxAreas )( vec3_t absmins, vec3_t absmaxs, int *areas, int maxareas );
void ( *AAS_AreaCenter )( int areanum, vec3_t center );
qboolean ( *AAS_AreaWaypoint )( int areanum, vec3_t center );
//--------------------------------------------
// be_aas_bspq3.c
//--------------------------------------------
int ( *AAS_PointContents )( vec3_t point );
int ( *AAS_NextBSPEntity )( int ent );
int ( *AAS_ValueForBSPEpairKey )( int ent, char *key, char *value, int size );
int ( *AAS_VectorForBSPEpairKey )( int ent, char *key, vec3_t v );
int ( *AAS_FloatForBSPEpairKey )( int ent, char *key, float *value );
int ( *AAS_IntForBSPEpairKey )( int ent, char *key, int *value );
//--------------------------------------------
// be_aas_reach.c
//--------------------------------------------
int ( *AAS_AreaReachability )( int areanum );
int ( *AAS_AreaLadder )( int areanum );
//--------------------------------------------
// be_aas_route.c
//--------------------------------------------
int ( *AAS_AreaTravelTimeToGoalArea )( int areanum, vec3_t origin, int goalareanum, int travelflags );
//--------------------------------------------
// be_aas_move.c
//--------------------------------------------
int ( *AAS_Swimming )( vec3_t origin );
int ( *AAS_PredictClientMovement )( struct aas_clientmove_s *move,
int entnum, vec3_t origin,
int presencetype, int onground,
vec3_t velocity, vec3_t cmdmove,
int cmdframes,
int maxframes, float frametime,
int stopevent, int stopareanum, int visualize );
// Ridah, route-tables
//--------------------------------------------
// be_aas_routetable.c
//--------------------------------------------
void ( *AAS_RT_ShowRoute )( vec3_t srcpos, int srcnum, int destnum );
qboolean ( *AAS_RT_GetHidePos )( vec3_t srcpos, int srcnum, int srcarea, vec3_t destpos, int destnum, int destarea, vec3_t returnPos );
int ( *AAS_FindAttackSpotWithinRange )( int srcnum, int rangenum, int enemynum, float rangedist, int travelflags, float *outpos );
int ( *AAS_ListAreasInRange )( vec3_t srcpos, int srcarea, float range, int travelflags, vec3_t *outareas, int maxareas );
int ( *AAS_AvoidDangerArea )( vec3_t srcpos, int srcarea, vec3_t dangerpos, int dangerarea, float range, int travelflags );
int ( *AAS_Retreat )( int *dangerSpots, int dangerSpotCount, vec3_t srcpos, int srcarea, vec3_t dangerpos, int dangerarea, float range, float dangerRange, int travelflags );
int ( *AAS_AlternativeRouteGoals )( vec3_t start, vec3_t goal, int travelflags,
aas_altroutegoal_t *altroutegoals, int maxaltroutegoals,
int color );
void ( *AAS_SetAASBlockingEntity )( vec3_t absmin, vec3_t absmax, int blocking );
int ( *AAS_NearestHideArea )( int srcnum, vec3_t origin, int areanum, int enemynum, vec3_t enemyorigin, int enemyareanum, int travelflags, float maxdist, vec3_t distpos );
void ( *AAS_RecordTeamDeathArea )( vec3_t srcpos, int srcarea, int team, int teamCount, int travelflags );
// done.
// Ridah
void ( *AAS_SetCurrentWorld )( int index );
// done.
} aas_export_t;
typedef struct ea_export_s
{
//ClientCommand elementary actions
void ( *EA_Say )( int client, char *str );
void ( *EA_SayTeam )( int client, char *str );
void ( *EA_UseItem )( int client, char *it );
void ( *EA_DropItem )( int client, char *it );
void ( *EA_UseInv )( int client, char *inv );
void ( *EA_DropInv )( int client, char *inv );
void ( *EA_Gesture )( int client );
void ( *EA_Command )( int client, char *command );
//regular elementary actions
void ( *EA_SelectWeapon )( int client, int weapon );
void ( *EA_Talk )( int client );
void ( *EA_Attack )( int client );
void ( *EA_Reload )( int client );
void ( *EA_Use )( int client );
void ( *EA_Respawn )( int client );
void ( *EA_Jump )( int client );
void ( *EA_DelayedJump )( int client );
void ( *EA_Crouch )( int client );
void ( *EA_Walk )( int client );
void ( *EA_MoveUp )( int client );
void ( *EA_MoveDown )( int client );
void ( *EA_MoveForward )( int client );
void ( *EA_MoveBack )( int client );
void ( *EA_MoveLeft )( int client );
void ( *EA_MoveRight )( int client );
void ( *EA_Move )( int client, vec3_t dir, float speed );
void ( *EA_View )( int client, vec3_t viewangles );
void ( *EA_Prone )( int client );
//send regular input to the server
void ( *EA_EndRegular )( int client, float thinktime );
void ( *EA_GetInput )( int client, float thinktime, bot_input_t *input );
void ( *EA_ResetInput )( int client, bot_input_t *init );
} ea_export_t;
typedef struct ai_export_s
{
//-----------------------------------
// be_ai_char.h
//-----------------------------------
int ( *BotLoadCharacter )( char *charfile, int skill );
void ( *BotFreeCharacter )( int character );
float ( *Characteristic_Float )( int character, int index );
float ( *Characteristic_BFloat )( int character, int index, float min, float max );
int ( *Characteristic_Integer )( int character, int index );
int ( *Characteristic_BInteger )( int character, int index, int min, int max );
void ( *Characteristic_String )( int character, int index, char *buf, int size );
//-----------------------------------
// be_ai_chat.h
//-----------------------------------
int ( *BotAllocChatState )( void );
void ( *BotFreeChatState )( int handle );
void ( *BotQueueConsoleMessage )( int chatstate, int type, char *message );
void ( *BotRemoveConsoleMessage )( int chatstate, int handle );
int ( *BotNextConsoleMessage )( int chatstate, struct bot_consolemessage_s *cm );
int ( *BotNumConsoleMessages )( int chatstate );
void ( *BotInitialChat )( int chatstate, char *type, int mcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 );
int ( *BotNumInitialChats )( int chatstate, char *type );
int ( *BotReplyChat )( int chatstate, char *message, int mcontext, int vcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 );
int ( *BotChatLength )( int chatstate );
void ( *BotEnterChat )( int chatstate, int client, int sendto );
void ( *BotGetChatMessage )( int chatstate, char *buf, int size );
int ( *StringContains )( char *str1, char *str2, int casesensitive );
int ( *BotFindMatch )( char *str, struct bot_match_s *match, unsigned long int context );
void ( *BotMatchVariable )( struct bot_match_s *match, int variable, char *buf, int size );
void ( *UnifyWhiteSpaces )( char *string );
void ( *BotReplaceSynonyms )( char *string, unsigned long int context );
int ( *BotLoadChatFile )( int chatstate, char *chatfile, char *chatname );
void ( *BotSetChatGender )( int chatstate, int gender );
void ( *BotSetChatName )( int chatstate, char *name );
//-----------------------------------
// be_ai_goal.h
//-----------------------------------
void ( *BotResetGoalState )( int goalstate );
void ( *BotResetAvoidGoals )( int goalstate );
void ( *BotRemoveFromAvoidGoals )( int goalstate, int number );
void ( *BotPushGoal )( int goalstate, struct bot_goal_s *goal );
void ( *BotPopGoal )( int goalstate );
void ( *BotEmptyGoalStack )( int goalstate );
void ( *BotDumpAvoidGoals )( int goalstate );
void ( *BotDumpGoalStack )( int goalstate );
void ( *BotGoalName )( int number, char *name, int size );
int ( *BotGetTopGoal )( int goalstate, struct bot_goal_s *goal );
int ( *BotGetSecondGoal )( int goalstate, struct bot_goal_s *goal );
int ( *BotChooseLTGItem )( int goalstate, vec3_t origin, int *inventory, int travelflags );
int ( *BotChooseNBGItem )( int goalstate, vec3_t origin, int *inventory, int travelflags,
struct bot_goal_s *ltg, float maxtime );
int ( *BotTouchingGoal )( vec3_t origin, struct bot_goal_s *goal );
int ( *BotItemGoalInVisButNotVisible )( int viewer, vec3_t eye, vec3_t viewangles, struct bot_goal_s *goal );
int ( *BotGetLevelItemGoal )( int index, char *classname, struct bot_goal_s *goal );
int ( *BotGetNextCampSpotGoal )( int num, struct bot_goal_s *goal );
int ( *BotGetMapLocationGoal )( char *name, struct bot_goal_s *goal );
float ( *BotAvoidGoalTime )( int goalstate, int number );
void ( *BotInitLevelItems )( void );
void ( *BotUpdateEntityItems )( void );
int ( *BotLoadItemWeights )( int goalstate, char *filename );
void ( *BotFreeItemWeights )( int goalstate );
void ( *BotInterbreedGoalFuzzyLogic )( int parent1, int parent2, int child );
void ( *BotSaveGoalFuzzyLogic )( int goalstate, char *filename );
void ( *BotMutateGoalFuzzyLogic )( int goalstate, float range );
int ( *BotAllocGoalState )( int client );
void ( *BotFreeGoalState )( int handle );
//-----------------------------------
// be_ai_move.h
//-----------------------------------
void ( *BotResetMoveState )( int movestate );
void ( *BotMoveToGoal )( struct bot_moveresult_s *result, int movestate, struct bot_goal_s *goal, int travelflags );
int ( *BotMoveInDirection )( int movestate, vec3_t dir, float speed, int type );
void ( *BotResetAvoidReach )( int movestate );
void ( *BotResetLastAvoidReach )( int movestate );
int ( *BotReachabilityArea )( vec3_t origin, int testground );
int ( *BotMovementViewTarget )( int movestate, struct bot_goal_s *goal, int travelflags, float lookahead, vec3_t target );
int ( *BotPredictVisiblePosition )( vec3_t origin, int areanum, struct bot_goal_s *goal, int travelflags, vec3_t target );
int ( *BotAllocMoveState )( void );
void ( *BotFreeMoveState )( int handle );
void ( *BotInitMoveState )( int handle, struct bot_initmove_s *initmove );
// Ridah
void ( *BotInitAvoidReach )( int handle );
// done.
//-----------------------------------
// be_ai_weap.h
//-----------------------------------
int ( *BotChooseBestFightWeapon )( int weaponstate, int *inventory );
void ( *BotGetWeaponInfo )( int weaponstate, int weapon, struct weaponinfo_s *weaponinfo );
int ( *BotLoadWeaponWeights )( int weaponstate, char *filename );
int ( *BotAllocWeaponState )( void );
void ( *BotFreeWeaponState )( int weaponstate );
void ( *BotResetWeaponState )( int weaponstate );
//-----------------------------------
// be_ai_gen.h
//-----------------------------------
int ( *GeneticParentsAndChildSelection )( int numranks, float *ranks, int *parent1, int *parent2, int *child );
} ai_export_t;
//bot AI library imported functions
typedef struct botlib_export_s
{
//Area Awareness System functions
aas_export_t aas;
//Elementary Action functions
ea_export_t ea;
//AI functions
ai_export_t ai;
//setup the bot library, returns BLERR_
int ( *BotLibSetup )( qboolean singleplayer );
//shutdown the bot library, returns BLERR_
int ( *BotLibShutdown )( void );
//sets a library variable returns BLERR_
int ( *BotLibVarSet )( char *var_name, char *value );
//gets a library variable returns BLERR_
int ( *BotLibVarGet )( char *var_name, char *value, int size );
//sets a C-like define returns BLERR_
int ( *PC_AddGlobalDefine )( char *string );
void ( *PC_RemoveAllGlobalDefines )( void );
int ( *PC_LoadSourceHandle )( const char *filename );
int ( *PC_FreeSourceHandle )( int handle );
int ( *PC_ReadTokenHandle )( int handle, pc_token_t *pc_token );
int ( *PC_SourceFileAndLine )( int handle, char *filename, int *line );
void ( *PC_UnreadLastTokenHandle )( int handle );
//start a frame in the bot library
int ( *BotLibStartFrame )( float time );
//load a new map in the bot library
int ( *BotLibLoadMap )( const char *mapname );
//entity updates
int ( *BotLibUpdateEntity )( int ent, bot_entitystate_t *state );
//just for testing
int ( *Test )( int parm0, char *parm1, vec3_t parm2, vec3_t parm3 );
} botlib_export_t;
//linking of bot library
botlib_export_t *GetBotLibAPI( int apiVersion, botlib_import_t *import );
/* Library variables:
name: default: module(s): description:
"basedir" "" l_utils.c Quake2 base directory
"gamedir" "" l_utils.c Quake2 game directory
"cddir" "" l_utils.c Quake2 CD directory
"autolaunchbspc" "0" be_aas_load.c automatically launch (Win)BSPC
"log" "0" l_log.c enable/disable creating a log file
"maxclients" "4" be_interface.c maximum number of clients
"maxentities" "1024" be_interface.c maximum number of entities
"sv_friction" "6" be_aas_move.c ground friction
"sv_stopspeed" "100" be_aas_move.c stop speed
"sv_gravity" "800" be_aas_move.c gravity value
"sv_waterfriction" "1" be_aas_move.c water friction
"sv_watergravity" "400" be_aas_move.c gravity in water
"sv_maxvelocity" "300" be_aas_move.c maximum velocity
"sv_maxwalkvelocity" "300" be_aas_move.c maximum walk velocity
"sv_maxcrouchvelocity" "100" be_aas_move.c maximum crouch velocity
"sv_maxswimvelocity" "150" be_aas_move.c maximum swim velocity
"sv_walkaccelerate" "10" be_aas_move.c walk acceleration
"sv_airaccelerate" "1" be_aas_move.c air acceleration
"sv_swimaccelerate" "4" be_aas_move.c swim acceleration
"sv_maxstep" "18" be_aas_move.c maximum step height
"sv_maxbarrier" "32" be_aas_move.c maximum barrier height
"sv_maxsteepness" "0.7" be_aas_move.c maximum floor steepness
"sv_jumpvel" "270" be_aas_move.c jump z velocity
"sv_maxwaterjump" "20" be_aas_move.c maximum waterjump height
"max_aaslinks" "4096" be_aas_sample.c maximum links in the AAS
"max_bsplinks" "4096" be_aas_bsp.c maximum links in the BSP
"notspawnflags" "2048" be_ai_goal.c entities with these spawnflags will be removed
"itemconfig" "items.c" be_ai_goal.c item configuration file
"weaponconfig" "weapons.c" be_ai_weap.c weapon configuration file
"synfile" "syn.c" be_ai_chat.c file with synonyms
"rndfile" "rnd.c" be_ai_chat.c file with random strings
"matchfile" "match.c" be_ai_chat.c file with match strings
"max_messages" "1024" be_ai_chat.c console message heap size
"max_weaponinfo" "32" be_ai_weap.c maximum number of weapon info
"max_projectileinfo" "32" be_ai_weap.c maximum number of projectile info
"max_iteminfo" "256" be_ai_goal.c maximum number of item info
"max_levelitems" "256" be_ai_goal.c maximum number of level items
"framereachability" "" be_aas_reach.c number of reachabilities to calucate per frame
"forceclustering" "0" be_aas_main.c force recalculation of clusters
"forcereachability" "0" be_aas_main.c force recalculation of reachabilities
"forcewrite" "0" be_aas_main.c force writing of aas file
"nooptimize" "0" be_aas_main.c no aas optimization
"laserhook" "0" be_ai_move.c 0 = CTF hook, 1 = laser hook
*/