97 lines
3.8 KiB
C
97 lines
3.8 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2013 Warzone 2100 Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/** @file
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* Definitions for the AI system structures
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*/
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#ifndef __INCLUDED_SRC_AI_H__
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#define __INCLUDED_SRC_AI_H__
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#include "droiddef.h"
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#define ALLIANCE_BROKEN 0 // states of alliance between players
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#define ALLIANCE_REQUESTED 1
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#define ALLIANCE_INVITATION 2
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#define ALLIANCE_FORMED 3
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#define ALLIANCE_NULL 4 // for setting values only.
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enum AllianceType
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{
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NO_ALLIANCES, // FFA
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ALLIANCES, // Players can make and break alliances during the game.
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ALLIANCES_TEAMS, // Alliances are set before the game.
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ALLIANCES_UNSHARED, // Alliances are set before the game. No shared research.
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};
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/// Amount of time to rage at the world when frustrated (10 seconds)
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#define FRUSTRATED_TIME (1000 * 10)
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// alliances
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extern uint8_t alliances[MAX_PLAYER_SLOTS][MAX_PLAYER_SLOTS];
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extern PlayerMask alliancebits[MAX_PLAYER_SLOTS];
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extern PlayerMask satuplinkbits;
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/** Check no alliance has formed. This is a define to make sure we inline it. */
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#define aiCheckAlliances(_s1, _s2) (alliances[_s1][_s2] == ALLIANCE_FORMED)
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/* Initialise the AI system */
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bool aiInitialise(void);
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/* Shutdown the AI system */
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bool aiShutdown(void);
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/* Initialise a droid structure for AI */
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//extern bool aiInitDroid(DROID *psDroid);
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/* Do the AI for a droid */
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void aiUpdateDroid(DROID *psDroid);
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// Find the nearest best target for a droid
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// returns integer representing quality of choice, -1 if failed
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int aiBestNearestTarget(DROID *psDroid, BASE_OBJECT **ppsObj, int weapon_slot, int extraRange = 0);
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// Are there a lot of bullets heading towards the structure?
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bool aiObjectIsProbablyDoomed(BASE_OBJECT *psObject);
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// Update the expected damage of the object.
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void aiObjectAddExpectedDamage(BASE_OBJECT *psObject, SDWORD damage);
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/* See if there is a target in range added int weapon_slot*/
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bool aiChooseTarget(BASE_OBJECT *psObj,
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BASE_OBJECT **ppsTarget, int weapon_slot, bool bUpdateTarget, UWORD *targetOrigin);
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/** See if there is a target in range for Sensor objects. */
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bool aiChooseSensorTarget(BASE_OBJECT *psObj, BASE_OBJECT **ppsTarget);
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/*set of rules which determine whether the weapon associated with the object
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can fire on the propulsion type of the target*/
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bool validTarget(BASE_OBJECT *psObject, BASE_OBJECT *psTarget, int weapon_slot);
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// Check if any of the weapons can target the target
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bool checkAnyWeaponsTarget(BASE_OBJECT *psObject, BASE_OBJECT *psTarget);
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// Check properties of the AllianceType enum.
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static inline bool alliancesFixed(int t) { return t != ALLIANCES; }
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static inline bool alliancesSharedVision(int t) { return t == ALLIANCES_TEAMS || t == ALLIANCES_UNSHARED; }
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static inline bool alliancesSharedResearch(int t) { return t == ALLIANCES || t == ALLIANCES_TEAMS; }
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static inline bool alliancesSetTeamsBeforeGame(int t) { return t == ALLIANCES_TEAMS || t == ALLIANCES_UNSHARED; }
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static inline bool alliancesCanGiveResearchAndRadar(int t) { return t == ALLIANCES; }
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static inline bool alliancesCanGiveAnything(int t) { return t != NO_ALLIANCES; }
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#endif // __INCLUDED_SRC_AI_H__
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