/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2007 Warzone Resurrection Project Warzone 2100 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. Warzone 2100 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 Warzone 2100; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ /* * AIDef.h * * Structure definitions for the AI system * */ #ifndef _aidef_h #define _aidef_h typedef enum _ai_state { AI_PAUSE, // do no ai AI_ATTACK, // attacking a target AI_MOVETOTARGET, // moving to a target AI_MOVETOLOC, // moving to a location AI_MOVETOSTRUCT, // moving to a structure to build AI_BUILD, // build a Structure } AI_STATE; typedef struct _ai_data { AI_STATE state; struct _base_object *psTarget; /* removed 27.2.98 john. struct _weapon *psSelectedWeapon; struct _structure_stats *psStructToBuild; UDWORD timeStarted; //time a function was started -eg build, produce //UDWORD pointsToAdd; NOT USED AT PRESENT 13/08/97 UDWORD structX, structY; // location of StructToBuild UDWORD moveX,moveY; // location target for movement struct _droid *psGroup; // The list pointer for the droids group */ } AI_DATA; #endif