raze/source/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
#define kGenDudeDefaultSeq 11520
#define kGenDudeMaxSlaves 7
#define kGenDudeTransformStatus -222
#define kGenDudeUpdTimeRate 10
#define kGenDudeMaxMeleeDist 2048
#define kGenDudeMinDispesion 200
#define kGenDudeMaxDispersion 3500
#define 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
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;
signed short nLifeLeech; // spritenum of dropped dude's leech
signed short 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
bool sndPlaying; // indicate if sound of AISTATE currently playing
bool forcePunch; // indicate if there is no fire trigger in punch state seq
bool isMelee;
bool canBurn; // can turn in Burning dude or not
bool canElectrocute;
bool canAttack;
bool canRecoil;
bool canWalk;
bool canDuck;
bool canSwim;
bool canFly;
};
extern GENDUDEEXTRA gGenDudeExtra[kMaxSprites];
GENDUDEEXTRA* genDudeExtra(spritetype* pGenDude);
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XSPRITE* getNextIncarnation(XSPRITE* pXSprite);
void killDudeLeech(spritetype* pLeech);
void removeLeech(spritetype* pLeech, bool delSprite = true);
void removeDudeStuff(spritetype* pSprite);
spritetype* leechIsDropped(spritetype* pSprite);
bool spriteIsUnderwater(spritetype* pSprite, bool oldWay = false);
bool playGenDudeSound(spritetype* pSprite, int mode);
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void aiGenDudeMoveForward(spritetype* pSprite, XSPRITE* pXSprite);
void aiGenDudeChooseDirection(spritetype* pSprite, XSPRITE* pXSprite, int a3, int aXvel = -1, int aYvel = -1);
void aiGenDudeNewState(spritetype* pSprite, AISTATE* pAIState);
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int getGenDudeMoveSpeed(spritetype* pSprite, int which, bool mul, bool shift);
int checkAttackState(spritetype* pSprite, XSPRITE* pXSprite);
bool doExplosion(spritetype* pSprite, int nType);
spritetype* genDudeSpawn(spritetype* pSprite, int nDist);
void genDudeTransform(spritetype* pSprite);
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void dudeLeechOperate(spritetype* pSprite, XSPRITE* pXSprite, EVENT a3);
int getDodgeChance(spritetype* pSprite);
int getRecoilChance(spritetype* pSprite);
bool dudeIsMelee(XSPRITE* pXSprite);
void updateTargetOfSlaves(spritetype* pSprite);
void updateTargetOfLeech(spritetype* pSprite);
bool canSwim(spritetype* pSprite);
bool canDuck(spritetype* pSprite);
bool canWalk(spritetype* pSprite);
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);
int genDudeSeqStartId(XSPRITE* pXSprite);
- Don't change statnum of thing converted to debris back to thing on impact trigger when firing with vector weapon. - Change damage scale and min firedist for Custom Dude. - Remove unnecessary checks in callback of tracking condition. - Fix picWidth() function. - Better initialization of modern stuff. - kModernSeqSpawner: disable all other spawners with same TX ID when enabling current. - Fix: sceneQav was not playing if resurrected with COUSTEAU cheat. - kModernPictureChanger: remove kModernFlag01 feature (deprecated). - kModernSectorFXChanger: add flags to control where exactly light effect should appear. - kModernCondition: - add delay before sending command if condition is true. - take in account state, so kCmdState and kCmdNotState is useful. - fix wrong comparison result in some conditions. - add new various conditions. - kModernPlayerControl: - fix start / stop playing qav scene when triggered with event command converted to sprite command. - add a way to resurrect / heal player. - add event commands to toggle inventory item status via trigger. - fix that Remote and Proximity detonators cannot be given. - add clear all screen effects option. - proper percents for changing movement / jumping. - kModernRandomTX, kModernSequentialTX: change event redirection mode activation from kModernTypeFlag02 to kCmdLink. - kModernSpriteDamager: treat damage value as percents by default, take in account god mode. - kModernEffectGen: fix wrong cstat for effects. - kModernPropertiesChanger: proper underwater status for sectors and players or enemies in it. - Players: assign or update current player's sprite index for all conditions. # Conflicts: # source/blood/src/nnexts.cpp
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int getRangeAttackDist(spritetype* pSprite, int minDist = 3000, int maxDist = 80000);
int getDispersionModifier(spritetype* pSprite, int minDisp, int maxDisp);
void scaleDamage(XSPRITE* pXSprite);
bool genDudePrepare(spritetype* pSprite, int propId);
void genDudeUpdate(spritetype* pSprite);
bool genDudeAdjustSlope(spritetype* pSprite, XSPRITE* pXSprite, int dist, int weaponType, int by = 64);
void genDudePostDeath(spritetype* pSprite, DAMAGE_TYPE damageType, int damage);
void aiGenDudeInitSprite(spritetype* pSprite, XSPRITE* pXSprite);
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#endif
END_BLD_NS