/* =========================================================================== 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_ai_weap.h * * desc: weapon AI * * *****************************************************************************/ //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 );