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05e8ab9538
* Updated TODO * Moved ChangeLog to root * Updated ChangeLog * s/Foobar/Quake III Arena Source Code/ * Biggest patch EVAR. I wonder how many mail boxes this will fill...
104 lines
3.2 KiB
C
104 lines
3.2 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, 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 Quake III Arena source code; 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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*/
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//
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/*****************************************************************************
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* name: be_ai_weap.h
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*
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* desc: weapon AI
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*
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* $Archive: /source/code/botlib/be_ai_weap.h $
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*
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*****************************************************************************/
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//projectile flags
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#define PFL_WINDOWDAMAGE 1 //projectile damages through window
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#define PFL_RETURN 2 //set when projectile returns to owner
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//weapon flags
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#define WFL_FIRERELEASED 1 //set when projectile is fired with key-up event
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//damage types
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#define DAMAGETYPE_IMPACT 1 //damage on impact
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#define DAMAGETYPE_RADIAL 2 //radial damage
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#define DAMAGETYPE_VISIBLE 4 //damage to all entities visible to the projectile
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typedef struct projectileinfo_s
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{
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char name[MAX_STRINGFIELD];
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char model[MAX_STRINGFIELD];
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int flags;
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float gravity;
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int damage;
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float radius;
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int visdamage;
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int damagetype;
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int healthinc;
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float push;
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float detonation;
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float bounce;
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float bouncefric;
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float bouncestop;
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} projectileinfo_t;
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typedef struct weaponinfo_s
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{
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int valid; //true if the weapon info is valid
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int number; //number of the weapon
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char name[MAX_STRINGFIELD];
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char model[MAX_STRINGFIELD];
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int level;
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int weaponindex;
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int flags;
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char projectile[MAX_STRINGFIELD];
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int numprojectiles;
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float hspread;
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float vspread;
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float speed;
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float acceleration;
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vec3_t recoil;
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vec3_t offset;
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vec3_t angleoffset;
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float extrazvelocity;
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int ammoamount;
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int ammoindex;
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float activate;
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float reload;
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float spinup;
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float spindown;
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projectileinfo_t proj; //pointer to the used projectile
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} weaponinfo_t;
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//setup the weapon AI
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int BotSetupWeaponAI(void);
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//shut down the weapon AI
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void BotShutdownWeaponAI(void);
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//returns the best weapon to fight with
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int BotChooseBestFightWeapon(int weaponstate, int *inventory);
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//returns the information of the current weapon
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void BotGetWeaponInfo(int weaponstate, int weapon, weaponinfo_t *weaponinfo);
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//loads the weapon weights
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int BotLoadWeaponWeights(int weaponstate, char *filename);
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//returns a handle to a newly allocated weapon state
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int BotAllocWeaponState(void);
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//frees the weapon state
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void BotFreeWeaponState(int weaponstate);
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//resets the whole weapon state
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void BotResetWeaponState(int weaponstate);
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