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+/*
+===========================================================================
+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 Quake III Arena source code; 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);