quake4-sdk/source/game/ai/AI_Tactical.h

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2007-06-15 00:00:00 +00:00
/*
================
AI_Tactical.h
================
*/
#ifndef __AI_TACTICAL__
#define __AI_TACTICAL__
typedef enum {
AIPOSTURE_DEFAULT = -1,
AIPOSTURE_STAND,
AIPOSTURE_CROUCH,
AIPOSTURE_STAND_COVER_LEFT,
AIPOSTURE_STAND_COVER_RIGHT,
AIPOSTURE_CROUCH_COVER,
AIPOSTURE_CROUCH_COVER_LEFT,
AIPOSTURE_CROUCH_COVER_RIGHT,
AIPOSTURE_RELAXED,
AIPOSTURE_UNARMED,
AIPOSTURE_AT_ATTENTION,
AIPOSTURE_MAX
} aiPosture_t;
typedef struct {
struct {
bool canMove;
bool canShoot;
bool canPeek;
bool canReload;
bool canTurn;
bool canKillswitch;
} fl;
} aiPostureInfo_t;
class rvAITactical : public idAI {
public:
CLASS_PROTOTYPE( rvAITactical );
rvAITactical ( void );
void InitSpawnArgsVariables ( void );
void Spawn ( void );
void Think ( void );
void Save ( idSaveGame *savefile ) const;
void Restore ( idRestoreGame *savefile );
virtual bool CheckActions ( void );
virtual void GetDebugInfo ( debugInfoProc_t proc, void* userData );
virtual bool CanTurn ( void ) const;
virtual bool CanMove ( void ) const;
virtual bool IsCrouching ( void ) const;
protected:
virtual const char* GetIdleAnimName ( void );
virtual void OnStopMoving ( aiMoveCommand_t oldMoveCommand );
virtual void OnPostureChange ( void );
virtual void OnSetKey ( const char* key, const char* value );
bool CheckRelaxed ( void ) const;
void InitPostureInfo ( void );
bool UpdatePosture ( void );
void CalculateShots ( const char* fireAnim );
void UseAmmo ( int amount );
void SetPosture ( aiPosture_t newPosture );
void UpdateAnimPrefix ( void );
int ammo;
int maxShots;
int minShots;
int shots;
float fireRate;
int playerFocusTime;
int playerAnnoyTime;
aiPosture_t postureIdeal;
aiPosture_t postureCurrent;
aiPosture_t postureForce;
aiPostureInfo_t postureInfo[AIPOSTURE_MAX];
rvAIAction actionElbowAttack;
rvAIAction actionKillswitchAttack;
rvAIActionTimer actionTimerPeek;
private:
int healthRegen;
bool healthRegenEnabled;
int healthRegenNextTime;
int maxHealth;
int nextWallTraceTime;
// Custom actions
bool CheckAction_Reload ( rvAIAction* action, int animNum );
bool CheckAction_Relax ( rvAIAction* action, int animNum );
// Torso States
stateResult_t State_Torso_SetPosture ( const stateParms_t& parms );
stateResult_t State_Torso_RangedAttack ( const stateParms_t& parms );
stateResult_t State_Torso_MovingRangedAttack ( const stateParms_t& parms );
stateResult_t State_Torso_Reload ( const stateParms_t& parms );
stateResult_t State_Torso_Cover_LeanLeftAttack ( const stateParms_t& parms );
stateResult_t State_Torso_Cover_LeanRightAttack ( const stateParms_t& parms );
stateResult_t State_Torso_Cover_LeanAttack ( const stateParms_t& parms );
stateResult_t State_Torso_Cover_Peek ( const stateParms_t& parms );
// Frame Commands
stateResult_t State_Frame_Peek ( const stateParms_t& parms );
// Events
void Event_ForcePosture ( int posture );
virtual void Event_PostSpawn ( void );
CLASS_STATES_PROTOTYPE ( rvAITactical );
};
extern const idEventDef AI_ForcePosture;
#endif /* !__AI_TACTICAL__ */