warzone2100/src/scriptai.h

201 lines
5.3 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2013 Warzone 2100 Project
Warzone 2100 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 2 of the License, or
(at your option) any later version.
Warzone 2100 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 Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/** @file
* Script functions to support the AI system
*/
#ifndef __INCLUDED_SRC_SCRIPTAI_H__
#define __INCLUDED_SRC_SCRIPTAI_H__
// Add a droid to a group
extern bool scrGroupAddDroid(void);
// Add droids in an area to a group
extern bool scrGroupAddArea(void);
// Add groupless droids in an area to a group
extern bool scrGroupAddAreaNoGroup(void);
// Move the droids from one group to another
extern bool scrGroupAddGroup(void);
// check if a droid is a member of a group
extern bool scrGroupMember(void);
// return number of idle droids in group.
extern bool scrIdleGroup(void);
// initialise iterating a groups members
extern bool scrInitIterateGroup(void);
// iterate through a groups members
extern bool scrIterateGroup(void);
// remove a droid from a group
extern bool scrDroidLeaveGroup(void);
// Give a group an order
extern bool scrOrderGroup(void);
// Give a group an order to a location
extern bool scrOrderGroupLoc(void);
// Give a group an order to an object
extern bool scrOrderGroupObj(void);
// Give a Droid an order
extern bool scrOrderDroid(void);
// Give a Droid an order to a location
extern bool scrOrderDroidLoc(void);
// Give a Droid an order to an object
extern bool scrOrderDroidObj(void);
// Give a Droid an order with a stat
extern bool scrOrderDroidStatsLoc(void);
// set the secondary state for a droid
extern bool scrSetDroidSecondary(void);
// set the secondary state for a droid
extern bool scrSetGroupSecondary(void);
// initialise iterating a cluster
extern bool scrInitIterateCluster(void);
// iterate a cluster
extern bool scrIterateCluster(void);
// add a droid to a commander
extern bool scrCmdDroidAddDroid(void);
// returns max number of droids in a commander group
extern bool scrCmdDroidMaxGroup(void);
// return whether a droid can reach given destination
extern bool scrDroidCanReach(void);
// types for structure targets
enum SCR_STRUCT_TAR
{
// normal structure types
SCR_ST_HQ = 0x00000001,
SCR_ST_FACTORY = 0x00000002,
SCR_ST_POWER_GEN = 0x00000004,
SCR_ST_RESOURCE_EXTRACTOR = 0x00000008,
SCR_ST_WALL = 0x00000010,
SCR_ST_RESEARCH = 0x00000020,
SCR_ST_REPAIR_FACILITY = 0x00000040,
SCR_ST_COMMAND_CONTROL = 0x00000080,
SCR_ST_CYBORG_FACTORY = 0x00000100,
SCR_ST_VTOL_FACTORY = 0x00000200,
SCR_ST_REARM_PAD = 0x00000400,
SCR_ST_SENSOR = 0x00000800,
// defensive structure types
SCR_ST_DEF_GROUND = 0x00001000,
SCR_ST_DEF_AIR = 0x00002000,
SCR_ST_DEF_IDF = 0x00004000,
SCR_ST_DEF_ALL = 0x00007000,
};
enum SCR_DROID_TAR
{
// turret types
SCR_DT_COMMAND = 0x00000001,
SCR_DT_SENSOR = 0x00000002,
SCR_DT_CONSTRUCT = 0x00000004,
SCR_DT_REPAIR = 0x00000008,
SCR_DT_WEAP_GROUND = 0x00000010,
SCR_DT_WEAP_AIR = 0x00000020,
SCR_DT_WEAP_IDF = 0x00000040,
SCR_DT_WEAP_ALL = 0x00000070,
// body types
SCR_DT_LIGHT = 0x00000080,
SCR_DT_MEDIUM = 0x00000100,
SCR_DT_HEAVY = 0x00000200,
SCR_DT_SUPER_HEAVY = 0x00000400,
// propulsion
SCR_DT_TRACK = 0x00000800,
SCR_DT_HTRACK = 0x00001000,
SCR_DT_WHEEL = 0x00002000,
SCR_DT_LEGS = 0x00004000,
SCR_DT_GROUND = 0x00007800,
SCR_DT_VTOL = 0x00008000,
SCR_DT_HOVER = 0x00010000,
SCR_DT_PROPELLOR = 0x00020000,
};
// reset the structure preferences
bool scrResetStructTargets(void);
// reset the droid preferences
bool scrResetDroidTargets(void);
// set prefered structure target types
bool scrSetStructTarPref(void);
// set structure target ignore types
bool scrSetStructTarIgnore(void);
// set prefered droid target types
bool scrSetDroidTarPref(void);
// set droid target ignore types
bool scrSetDroidTarIgnore(void);
// get a structure target in an area using the preferences
bool scrStructTargetInArea(void);
// get a structure target on the map using the preferences
bool scrStructTargetOnMap(void);
// get a droid target in an area using the preferences
bool scrDroidTargetInArea(void);
// get a droid target on the map using the preferences
bool scrDroidTargetOnMap(void);
// get a target from a cluster using the preferences
bool scrTargetInCluster(void);
// Skirmish funcs may99
// choose and do research
bool scrSkDoResearch(void);
// find the human players
bool scrSkLocateEnemy(void);
// check a template
bool scrSkCanBuildTemplate(void);
// check for vtol availability
bool scrSkVtolEnableCheck(void);
// check capacity
bool scrSkGetFactoryCapacity(void);
// help/hinder player.
bool scrSkDifficultyModifier(void);
// pick good spots.
bool scrSkDefenseLocation(void);
// line build.
//bool scrSkOrderDroidLineBuild(void);
#endif // __INCLUDED_SRC_SCRIPTAI_H__