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/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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_move.h
*
* desc: movement AI
*
*
*****************************************************************************/
//movement types
#define MOVE_WALK 1
#define MOVE_CROUCH 2
#define MOVE_JUMP 4
#define MOVE_GRAPPLE 8
#define MOVE_ROCKETJUMP 16
#define MOVE_BFGJUMP 32
//move flags
#define MFL_BARRIERJUMP 1 //bot is performing a barrier jump
#define MFL_ONGROUND 2 //bot is in the ground
#define MFL_SWIMMING 4 //bot is swimming
#define MFL_AGAINSTLADDER 8 //bot is against a ladder
#define MFL_WATERJUMP 16 //bot is waterjumping
#define MFL_TELEPORTED 32 //bot is being teleported
#define MFL_ACTIVEGRAPPLE 64 //bot is using the grapple hook
#define MFL_GRAPPLERESET 128 //bot has reset the grapple
#define MFL_WALK 256 //bot should walk slowly
//move result flags
#define MOVERESULT_MOVEMENTVIEW 1 //bot uses view for movement
#define MOVERESULT_SWIMVIEW 2 //bot uses view for swimming
#define MOVERESULT_WAITING 4 //bot is waiting for something
#define MOVERESULT_MOVEMENTVIEWSET 8 //bot has set the view in movement code
#define MOVERESULT_MOVEMENTWEAPON 16 //bot uses weapon for movement
#define MOVERESULT_ONTOPOFOBSTACLE 32 //bot is ontop of obstacle
#define MOVERESULT_ONTOPOF_FUNCBOB 64 //bot is ontop of a func_bobbing
#define MOVERESULT_ONTOPOF_ELEVATOR 128 //bot is ontop of an elevator (func_plat)
#define MOVERESULT_FUTUREVIEW 256 // RF, if we want to look ahead of time, this is a good direction
//
#define MAX_AVOIDREACH 1
//
#define RESULTTYPE_ELEVATORUP 1
#define RESULTTYPE_INVISIBLEGRAPPLE 2
//structure used to initialize the movement state
//the or_moveflags MFL_ONGROUND, MFL_TELEPORTED and MFL_WATERJUMP come from the playerstate
typedef struct bot_initmove_s
{
vec3_t origin; //origin of the bot
vec3_t velocity; //velocity of the bot
vec3_t viewoffset; //view offset
int entitynum; //entity number of the bot
int client; //client number of the bot
float thinktime; //time the bot thinks
int presencetype; //presencetype of the bot
vec3_t viewangles; //view angles of the bot
int or_moveflags; //values ored to the movement flags
} bot_initmove_t;
//NOTE: the ideal_viewangles are only valid if MFL_MOVEMENTVIEW is set
typedef struct bot_moveresult_s
{
int failure; //true if movement failed all together
int type; //failure or blocked type
int blocked; //true if blocked by an entity
int blockentity; //entity blocking the bot
int traveltype; //last executed travel type
int flags; //result flags
int weapon; //weapon used for movement
vec3_t movedir; //movement direction
vec3_t ideal_viewangles; //ideal viewangles for the movement
} bot_moveresult_t;
#define bot_moveresult_t_cleared(x) bot_moveresult_t (x) = {0, 0, 0, 0, 0, 0, 0, {0, 0, 0}, {0, 0, 0}}
//resets the whole movestate
void BotResetMoveState( int movestate );
//moves the bot to the given goal
void BotMoveToGoal( bot_moveresult_t *result, int movestate, bot_goal_t *goal, int travelflags );
//moves the bot in the specified direction
int BotMoveInDirection( int movestate, vec3_t dir, float speed, int type );
//reset avoid reachability
void BotResetAvoidReach( int movestate );
//resets the last avoid reachability
void BotResetLastAvoidReach( int movestate );
//returns a reachability area if the origin is in one
int BotReachabilityArea( vec3_t origin, int client );
//view target based on movement
int BotMovementViewTarget( int movestate, bot_goal_t *goal, int travelflags, float lookahead, vec3_t target );
//predict the position of a player
int BotPredictVisiblePosition( vec3_t origin, int areanum, bot_goal_t *goal, int travelflags, vec3_t target );
//returns the handle of a newly allocated movestate
int BotAllocMoveState( void );
//frees the movestate with the given handle
void BotFreeMoveState( int handle );
//initialize movement state
void BotInitMoveState( int handle, bot_initmove_t *initmove );
//must be called every map change
void BotSetBrushModelTypes( void );
//setup movement AI
int BotSetupMoveAI( void );
//shutdown movement AI
void BotShutdownMoveAI( void );
// Ridah
//initialize avoid reachabilities
void BotInitAvoidReach( int handle );
// done.
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