/* =========================================================================== Return to Castle Wolfenstein single player GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein single player GPL Source Code (“RTCW SP Source Code”). RTCW SP 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. RTCW SP 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 RTCW SP Source Code. If not, see . In addition, the RTCW SP 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 RTCW SP 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: be_aas.h * * desc: Area Awareness System, stuff exported to the AI * * *****************************************************************************/ #define MAX_AAS_WORLDS 2 // one for each bounding box type #ifndef MAX_STRINGFIELD #define MAX_STRINGFIELD 80 #endif //travel flags #define TFL_INVALID 0x0000001 //traveling temporary not possible #define TFL_WALK 0x0000002 //walking #define TFL_CROUCH 0x0000004 //crouching #define TFL_BARRIERJUMP 0x0000008 //jumping onto a barrier #define TFL_JUMP 0x0000010 //jumping #define TFL_LADDER 0x0000020 //climbing a ladder #define TFL_WALKOFFLEDGE 0x0000080 //walking of a ledge #define TFL_SWIM 0x0000100 //swimming #define TFL_WATERJUMP 0x0000200 //jumping out of the water #define TFL_TELEPORT 0x0000400 //teleporting #define TFL_ELEVATOR 0x0000800 //elevator #define TFL_ROCKETJUMP 0x0001000 //rocket jumping #define TFL_BFGJUMP 0x0002000 //bfg jumping #define TFL_GRAPPLEHOOK 0x0004000 //grappling hook #define TFL_DOUBLEJUMP 0x0008000 //double jump #define TFL_RAMPJUMP 0x0010000 //ramp jump #define TFL_STRAFEJUMP 0x0020000 //strafe jump #define TFL_JUMPPAD 0x0040000 //jump pad #define TFL_AIR 0x0080000 //travel through air #define TFL_WATER 0x0100000 //travel through water #define TFL_SLIME 0x0200000 //travel through slime #define TFL_LAVA 0x0400000 //travel through lava #define TFL_DONOTENTER 0x0800000 //travel through donotenter area #define TFL_FUNCBOB 0x1000000 //func bobbing #define TFL_DONOTENTER_LARGE 0x2000000 //travel through donotenter area //default travel flags //----(SA) modified since slime is no longer deadly #define TFL_DEFAULT ( ( TFL_WALK | TFL_CROUCH | TFL_BARRIERJUMP | \ TFL_JUMP | TFL_LADDER | \ TFL_WALKOFFLEDGE | TFL_SWIM | TFL_WATERJUMP | \ TFL_TELEPORT | TFL_ELEVATOR | TFL_AIR | \ TFL_WATER | TFL_SLIME | \ TFL_JUMPPAD | TFL_FUNCBOB ) \ & ~( TFL_JUMPPAD | TFL_ROCKETJUMP | TFL_BFGJUMP | TFL_GRAPPLEHOOK | TFL_DOUBLEJUMP | TFL_RAMPJUMP | TFL_STRAFEJUMP | TFL_LAVA ) ) // RF, added that bottom line so it's the same as AICAST_TFL_DEFAULT typedef enum { SOLID_NOT, // no interaction with other objects SOLID_TRIGGER, // only touch when inside, after moving SOLID_BBOX, // touch on edge SOLID_BSP // bsp clip, touch on edge } solid_t; //a trace is returned when a box is swept through the AAS world typedef struct aas_trace_s { qboolean startsolid; // if true, the initial point was in a solid area float fraction; // time completed, 1.0 = didn't hit anything vec3_t endpos; // final position int ent; // entity blocking the trace int lastarea; // last area the trace was in (zero if none) int area; // area blocking the trace (zero if none) int planenum; // number of the plane that was hit } aas_trace_t; /* Defined in botlib.h //bsp_trace_t hit surface typedef struct bsp_surface_s { char name[16]; int flags; int value; } bsp_surface_t; //a trace is returned when a box is swept through the BSP world typedef struct bsp_trace_s { qboolean allsolid; // if true, plane is not valid qboolean startsolid; // if true, the initial point was in a solid area float fraction; // time completed, 1.0 = didn't hit anything vec3_t endpos; // final position cplane_t plane; // surface normal at impact float exp_dist; // expanded plane distance int sidenum; // number of the brush side hit bsp_surface_t surface; // hit surface int contents; // contents on other side of surface hit int ent; // number of entity hit } bsp_trace_t; // */ //entity info typedef struct aas_entityinfo_s { int valid; // true if updated this frame int type; // entity type int flags; // entity flags float ltime; // local time float update_time; // time between last and current update int number; // number of the entity vec3_t origin; // origin of the entity vec3_t angles; // angles of the model vec3_t old_origin; // for lerping vec3_t lastvisorigin; // last visible origin 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. } aas_entityinfo_t; //client movement prediction stop events, stop as soon as: #define SE_NONE 0 #define SE_HITGROUND 1 // the ground is hit #define SE_LEAVEGROUND 2 // there's no ground #define SE_ENTERWATER 4 // water is entered #define SE_ENTERSLIME 8 // slime is entered #define SE_ENTERLAVA 16 // lava is entered #define SE_HITGROUNDDAMAGE 32 // the ground is hit with damage #define SE_GAP 64 // there's a gap #define SE_TOUCHJUMPPAD 128 // touching a jump pad area #define SE_TOUCHTELEPORTER 256 // touching teleporter #define SE_ENTERAREA 512 // the given stoparea is entered #define SE_HITGROUNDAREA 1024 // a ground face in the area is hit typedef struct aas_clientmove_s { vec3_t endpos; //position at the end of movement prediction vec3_t velocity; //velocity at the end of movement prediction aas_trace_t trace; //last trace int presencetype; //presence type at end of movement prediction int stopevent; //event that made the prediction stop float endcontents; //contents at the end of movement prediction float time; //time predicted ahead int frames; //number of frames predicted ahead } aas_clientmove_t; typedef struct aas_altroutegoal_s { vec3_t origin; int areanum; unsigned short starttraveltime; unsigned short goaltraveltime; unsigned short extratraveltime; } aas_altroutegoal_t;