raze/source/games/blood/src/aiunicult.h

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
Copyright (C) NoOne
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#pragma once
#include "nnexts.h"
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#include "ai.h"
#include "eventq.h"
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BEGIN_BLD_NS
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#ifdef NOONE_EXTENSIONS
enum
{
kGenDudeDefaultSeq = 11520,
kGenDudeMaxSlaves = 7,
kGenDudeTransformStatus = -222,
kGenDudeUpdTimeRate = 10,
kGenDudeMaxMeleeDist = 2048,
kGenDudeMinDispesion = 200,
kGenDudeMaxDispersion = 3500,
kGenDudeKlabsAng = 56
};
enum {
kGenDudeSeqIdleL = 0,
kGenDudeSeqDeathDefault = 1,
kGenDudeSeqDeathExplode = 2,
kGenDudeSeqBurning = 3,
kGenDudeSeqElectocuted = 4,
kGenDudeSeqRecoil = 5,
kGenDudeSeqAttackNormalL = 6,
kGenDudeSeqAttackThrow = 7,
kGenDudeSeqAttackNormalDW = 8,
kGenDudeSeqMoveL = 9,
kGenDudeSeqAttackPunch = 10,
kGenDudeSeqReserved1 = 11,
kGenDudeSeqReserved2 = 12,
kGenDudeSeqMoveW = 13,
kGenDudeSeqMoveD = 14,
kGenDudeSeqDeathBurn1 = 15,
kGenDudeSeqDeathBurn2 = 16,
kGenDudeSeqIdleW = 17,
kGenDudeSeqTransform = 18,
kGenDudeSeqReserved3 = 19,
kGenDudeSeqReserved4 = 20,
kGenDudeSeqReserved5 = 21,
kGenDudeSeqReserved6 = 22,
kGenDudeSeqReserved7 = 23,
kGenDudeSeqReserved8 = 24,
kGenDudeSeqMax ,
};
enum {
kGenDudeSndTargetSpot = 0,
kGenDudeSndGotHit = 1,
kGenDudeSndDeathNormal = 2,
kGenDudeSndBurning = 3,
kGenDudeSndDeathExplode = 4,
kGenDudeSndTargetDead = 5,
kGenDudeSndChasing = 6,
kGenDudeSndAttackNormal = 7,
kGenDudeSndAttackThrow = 8,
kGenDudeSndAttackMelee = 9,
kGenDudeSndTransforming = 10,
kGenDudeSndMax ,
};
enum {
kGenDudePropertyAll = 0,
kGenDudePropertyWeapon = 1,
kGenDudePropertyDmgScale = 2,
kGenDudePropertyMass = 3,
kGenDudePropertyAttack = 4,
kGenDudePropertyStates = 5,
kGenDudePropertyLeech = 6,
kGenDudePropertySlaves = 7,
kGenDudePropertySpriteSize = 8,
kGenDudePropertyInitVals = 9,
kGenDudePropertyMax ,
};
enum {
kGenDudeWeaponNone = -1,
kGenDudeWeaponHitscan = 0,
kGenDudeWeaponMissile = 1,
kGenDudeWeaponThrow = 2,
kGenDudeWeaponSummon = 3,
kGenDudeWeaponKamikaze = 4,
kGenDudeWeaponMax ,
};
extern AISTATE genDudeIdleL;
extern AISTATE genDudeIdleW;
extern AISTATE genDudeSearchL;
extern AISTATE genDudeSearchW;
extern AISTATE genDudeGotoL;
extern AISTATE genDudeGotoW;
extern AISTATE genDudeDodgeL;
extern AISTATE genDudeDodgeD;
extern AISTATE genDudeDodgeW;
extern AISTATE genDudeDodgeShortL;
extern AISTATE genDudeDodgeShortD;
extern AISTATE genDudeDodgeShortW;
extern AISTATE genDudeDodgeShorterL;
extern AISTATE genDudeDodgeShorterD;
extern AISTATE genDudeDodgeShorterW;
extern AISTATE genDudeChaseL;
extern AISTATE genDudeChaseD;
extern AISTATE genDudeChaseW;
extern AISTATE genDudeFireL;
extern AISTATE genDudeFireD;
extern AISTATE genDudeFireW;
extern AISTATE genDudeRecoilL;
extern AISTATE genDudeRecoilD;
extern AISTATE genDudeRecoilW;
extern AISTATE genDudeThrow;
extern AISTATE genDudeThrow2;
extern AISTATE genDudePunch;
extern AISTATE genDudeRecoilTesla;
extern AISTATE genDudeSearchNoWalkL;
extern AISTATE genDudeSearchNoWalkW;
extern AISTATE genDudeChaseNoWalkL;
extern AISTATE genDudeChaseNoWalkD;
extern AISTATE genDudeChaseNoWalkW;
extern AISTATE genDudeSearchShortL;
extern AISTATE genDudeSearchShortW;
struct GENDUDESND
{
int defaultSndId;
int randomRange;
int sndIdOffset; // relative to data3
bool aiPlaySound; // false = sfxStart3DSound();
bool interruptable;
};
extern const GENDUDESND gCustomDudeSnd[];
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// temporary, until normal DUDEEXTRA gets refactored
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struct GENDUDEEXTRA
{
unsigned short initVals[3]; // xrepeat, yrepeat, clipdist
unsigned short availDeaths[kDamageMax]; // list of seqs with deaths for each damage type
unsigned int moveSpeed;
unsigned int fireDist; // counts from sprite size
unsigned int throwDist; // counts from sprite size
unsigned short curWeapon; // data1 duplicate to avoid potential problems when changing data dynamically
unsigned short weaponType;
unsigned short baseDispersion;
unsigned short slaveCount; // how many dudes is summoned
//unsigned short incarnationsCount;
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DBloodActor* pLifeLeech; // spritenum of dropped dude's leech
DBloodActor* slave[kGenDudeMaxSlaves]; // index of the ones dude is summon
signed short dmgControl[kDamageMax]; // depends of current weapon, drop armor item, sprite yrepeat and surface type
bool updReq[kGenDudePropertyMax]; // update requests
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union
{
struct
{
bool sndPlaying : 1; // indicate if sound of AISTATE currently playing
bool forcePunch : 1; // indicate if there is no fire trigger in punch state seq
bool isMelee : 1;
bool canBurn : 1; // can turn in Burning dude or not
bool canElectrocute : 1;
bool canAttack : 1;
bool canRecoil : 1;
bool canWalk : 1;
bool canDuck : 1;
bool canSwim : 1;
bool canFly : 1;
};
int flags;
};
};
extern GENDUDEEXTRA gGenDudeExtra[kMaxSprites];
DBloodActor* getNextIncarnation(DBloodActor* actor);
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void killDudeLeech(DBloodActor* pLeech);
void removeLeech(DBloodActor* pLeech, bool delSprite = true);
void removeDudeStuff(DBloodActor* pSprite);
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DBloodActor* leechIsDropped(DBloodActor* pSprite);
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bool spriteIsUnderwater(DBloodActor* pSprite, bool oldWay = false);
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bool playGenDudeSound(DBloodActor* actor, int mode);
void aiGenDudeMoveForward(DBloodActor* actor);
void aiGenDudeChooseDirection(DBloodActor* actor, int a3, int aXvel = -1, int aYvel = -1);
void aiGenDudeNewState(DBloodActor* actor, AISTATE* pAIState);
int checkAttackState(DBloodActor* actor);
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bool doExplosion(DBloodActor* pSprite, int nType);
DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* pSprite, int nDist);
void genDudeTransform(DBloodActor* pSprite);
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void dudeLeechOperate(DBloodActor* actor, const EVENT& a3);
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int getDodgeChance(DBloodActor* pSprite);
int getRecoilChance(DBloodActor* pSprite);
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bool dudeIsMelee(DBloodActor* pXSprite);
void updateTargetOfSlaves(DBloodActor* pSprite);
void updateTargetOfLeech(DBloodActor* pSprite);
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bool canSwim(DBloodActor* actor);
bool canDuck(DBloodActor* actor);
bool canWalk(DBloodActor* actor);
short inDodge(AISTATE* aiState);
bool inIdle(AISTATE* aiState);
bool inAttack(AISTATE* aiState);
short inRecoil(AISTATE* aiState);
short inSearch(AISTATE* aiState);
short inChase(AISTATE* aiState);
short inDuck(AISTATE* aiState);
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int genDudeSeqStartId(DBloodActor* pXSprite);
bool genDudePrepare(DBloodActor* pSprite, int propId);
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void genDudeUpdate(DBloodActor* pSprite);
void genDudePostDeath(spritetype* pSprite, DAMAGE_TYPE damageType, int damage);
void aiGenDudeInitSprite(spritetype* pSprite, XSPRITE* pXSprite);
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#endif
END_BLD_NS