/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena 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 2 of the License, or (at your option) any later version. Quake III Arena 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 Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // /***************************************************************************** * name: be_ai_weap.h * * desc: weapon AI * * $Archive: /source/code/botlib/be_ai_weap.h $ * *****************************************************************************/ //projectile flags #define PFL_WINDOWDAMAGE 1 //projectile damages through window #define PFL_RETURN 2 //set when projectile returns to owner //weapon flags #define WFL_FIRERELEASED 1 //set when projectile is fired with key-up event //damage types #define DAMAGETYPE_IMPACT 1 //damage on impact #define DAMAGETYPE_RADIAL 2 //radial damage #define DAMAGETYPE_VISIBLE 4 //damage to all entities visible to the projectile typedef struct projectileinfo_s { char name[MAX_STRINGFIELD]; char model[MAX_STRINGFIELD]; int flags; float gravity; int damage; float radius; int visdamage; int damagetype; int healthinc; float push; float detonation; float bounce; float bouncefric; float bouncestop; } projectileinfo_t; typedef struct weaponinfo_s { int valid; //true if the weapon info is valid int number; //number of the weapon char name[MAX_STRINGFIELD]; char model[MAX_STRINGFIELD]; int level; int weaponindex; int flags; char projectile[MAX_STRINGFIELD]; int numprojectiles; float hspread; float vspread; float speed; float acceleration; vec3_t recoil; vec3_t offset; vec3_t angleoffset; float extrazvelocity; int ammoamount; int ammoindex; float activate; float reload; float spinup; float spindown; projectileinfo_t proj; //pointer to the used projectile } weaponinfo_t; //setup the weapon AI int BotSetupWeaponAI(void); //shut down the weapon AI void BotShutdownWeaponAI(void); //returns the best weapon to fight with int BotChooseBestFightWeapon(int weaponstate, int *inventory); //returns the information of the current weapon void BotGetWeaponInfo(int weaponstate, int weapon, weaponinfo_t *weaponinfo); //loads the weapon weights int BotLoadWeaponWeights(int weaponstate, char *filename); //returns a handle to a newly allocated weapon state int BotAllocWeaponState(void); //frees the weapon state void BotFreeWeaponState(int weaponstate); //resets the whole weapon state void BotResetWeaponState(int weaponstate);