raze/source/sw/src/ai.h
hendricks266 1cc9d13ccf The great repository rearrangement of 2017.
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You down with CPP?

git-svn-id: https://svn.eduke32.com/eduke32@6055 1a8010ca-5511-0410-912e-c29ae57300e0
2017-02-01 10:01:11 +00:00

166 lines
4.7 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior 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.
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.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#ifndef AI_H
#define AI_H
// Call functions based on a random range value
typedef struct
{
short range;
ANIMATORp action;
} DECISION, *DECISIONp;
// Personality structure
struct PERSONALITYstruct
{
DECISIONp Battle;
DECISIONp Offense;
DECISIONp Broadcast;
DECISIONp Surprised;
DECISIONp Evasive;
DECISIONp LostTarget;
DECISIONp CloseRange;
DECISIONp TouchTarget;
};
enum ActorStates { SLOW_SPEED, NORM_SPEED, MID_SPEED, FAST_SPEED, MAX_SPEED};
#define MAXATTRIBSNDS 11
typedef enum
{
attr_ambient, attr_alert, attr_attack, attr_pain, attr_die,
attr_extra1, attr_extra2, attr_extra3,attr_extra4,attr_extra5,
attr_extra6
} ATTRIB_SNDS;
struct ATTRIBUTEstruct
{
short Speed[MAX_SPEED];
int8_t TicAdjust[MAX_SPEED];
uint8_t MaxWeapons;
/*ATTRIB_SNDS*/ int Sounds[MAXATTRIBSNDS]; // JBF: ATTRIB_SNDS? Somehow I don't think this is what was intended...
};
extern ATTRIBUTE DefaultAttrib;
// AI.C functions
void DebugMoveHit(short SpriteNum);
SWBOOL ActorMoveHitReact(short SpriteNum);
SWBOOL ActorFlaming(short SpriteNum);
void DoActorSetSpeed(short SpriteNum,uint8_t speed);
short ChooseActionNumber(short decision[]);
int DoActorNoise(ANIMATORp Action,short SpriteNum);
int CanSeePlayer(short SpriteNum);
int CanHitPlayer(short SpriteNum);
int DoActorPickClosePlayer(short SpriteNum);
int CloseRangeDist(SPRITEp sp1,SPRITEp sp2);
int InitActorDecide(short SpriteNum);
int DoActorDecide(short SpriteNum);
int InitActorAlertNoise(short SpriteNum);
int InitActorAmbientNoise(short SpriteNum);
int InitActorAttackNoise(short SpriteNum);
int InitActorPainNoise(short SpriteNum);
int InitActorDieNoise(short SpriteNum);
int InitActorExtra1Noise(short SpriteNum);
int InitActorExtra2Noise(short SpriteNum);
int InitActorExtra3Noise(short SpriteNum);
int InitActorExtra4Noise(short SpriteNum);
int InitActorExtra5Noise(short SpriteNum);
int InitActorExtra6Noise(short SpriteNum);
int InitActorMoveCloser(short SpriteNum);
int DoActorCantMoveCloser(short SpriteNum);
int DoActorMoveCloser(short SpriteNum);
short FindTrackToPlayer(USERp u);
short FindTrackAwayFromPlayer(USERp u);
short FindWanderTrack(USERp u);
int InitActorRunAway(short SpriteNum);
int InitActorRunToward(short SpriteNum);
int InitActorAttack(short SpriteNum);
int DoActorAttack(short SpriteNum);
int InitActorEvade(short SpriteNum);
int InitActorWanderAround(short SpriteNum);
int InitActorFindPlayer(short SpriteNum);
int InitActorDuck(short SpriteNum);
int DoActorDuck(short SpriteNum);
int DoActorMoveJump(short SpriteNum);
int move_scan(short SpriteNum,short ang,int dist,int *stopx,int *stopy,int *stopz,short *stopsect);
int FindNewAngle(short SpriteNum,signed char dir,int DistToMove);
int InitActorReposition(short SpriteNum);
int DoActorReposition(short SpriteNum);
int InitActorPause(short SpriteNum);
int DoActorPause(short SpriteNum);
/*
ANIMATOR
InitActorDecide,
InitActorMoveCloser,
InitActorAttack,
InitActorRunAway,
InitActorEvade,
InitActorWanderAround,
InitActorFindPlayer,
InitActorReposition,
InitActorPause,
InitActorDuck,
InitActorAmbientNoise,
InitActorAlertNoise,
InitActorAttackNoise,
InitActorPainNoise,
InitActorDieNoise,
InitActorExtra1Noise,
InitActorExtra2Noise,
InitActorExtra3Noise,
InitActorExtra4Noise,
InitActorExtra5Noise,
InitActorExtra6Noise;
ANIMATOR
DoActorDecide,
DoActorMoveCloser,
DoActorAttack,
DoActorRunAway,
DoActorWanderAround,
DoActorReposition,
DoActorPause,
DoActorDuck,
DoActorAmbientNoise,
DoActorAlertNoise,
DoActorAttackNoise,
DoActorPainNoise,
DoActorDieNoise,
DoActorExtra1Noise,
DoActorExtra2Noise,
DoActorExtra3Noise,
DoActorExtra4Noise,
DoActorExtra5Noise,
DoActorExtra6Noise;
*/
void DoActorSetSpeed(short SpriteNum, uint8_t speed);
#endif