raze-gles/source/blood/src/ai.h
Christoph Oelckers fd384a5f47 - added an indexer for Blood's AI states.
These seem to be the only pointer variables that need to be written out to a savegame, but to restore them they need to be turned into indices before saving.
2020-02-12 00:22:11 +01:00

111 lines
3.1 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
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 "compat.h"
#include "common_game.h"
#include "actor.h"
#include "db.h"
BEGIN_BLD_NS
struct AISTATE {
int stateType; // By NoOne: current type of state. Basically required for kModernDudeTargetChanger, but can be used for something else.
int seqId;
int funcId; // seq callback
int stateTicks;
void(*enterFunc)(spritetype *, XSPRITE *);
void(*moveFunc)(spritetype *, XSPRITE *);
void(*thinkFunc)(spritetype *, XSPRITE *);
AISTATE *nextState;
};
extern AISTATE aiState[];
extern AISTATE genIdle;
extern AISTATE genRecoil;
enum AI_SFX_PRIORITY {
AI_SFX_PRIORITY_0 = 0,
AI_SFX_PRIORITY_1,
AI_SFX_PRIORITY_2,
};
struct DUDEEXTRA_at6_u1
{
int at0;
int at4;
char at8;
};
struct DUDEEXTRA_at6_u2
{
int at0;
char at4;
};
struct DUDEEXTRA
{
int at0;
char at4;
AI_SFX_PRIORITY at5;
union
{
DUDEEXTRA_at6_u1 u1;
DUDEEXTRA_at6_u2 u2;
} at6;
//DUDEEXTRA_at6 at6;
};
struct TARGETTRACK {
int at0;
int at4;
int at8; // view angle
int atc;
int at10; // Move predict
};
extern const int dword_138BB0[5];
extern DUDEEXTRA gDudeExtra[];
extern int gDudeSlope[];
extern int cumulDamage[];
bool sub_5BDA8(spritetype *pSprite, int nSeq);
void aiPlay3DSound(spritetype *pSprite, int a2, AI_SFX_PRIORITY a3, int a4);
void aiNewState(spritetype *pSprite, XSPRITE *pXSprite, AISTATE *pAIState);
void aiChooseDirection(spritetype *pSprite, XSPRITE *pXSprite, int a3);
void aiMoveForward(spritetype *pSprite, XSPRITE *pXSprite);
void aiMoveTurn(spritetype *pSprite, XSPRITE *pXSprite);
void aiMoveDodge(spritetype *pSprite, XSPRITE *pXSprite);
void aiActivateDude(spritetype *pSprite, XSPRITE *pXSprite);
void aiSetTarget(XSPRITE *pXSprite, int x, int y, int z);
void aiSetTarget(XSPRITE *pXSprite, int nTarget);
int aiDamageSprite(spritetype *pSprite, XSPRITE *pXSprite, int nSource, DAMAGE_TYPE nDmgType, int nDamage);
void aiThinkTarget(spritetype *pSprite, XSPRITE *pXSprite);
void sub_5F15C(spritetype *pSprite, XSPRITE *pXSprite);
void aiProcessDudes(void);
void aiInit(void);
void aiInitSprite(spritetype *pSprite);
bool CanMove(spritetype* pSprite, int a2, int nAngle, int nRange);
void RecoilDude(spritetype* pSprite, XSPRITE* pXSprite);
END_BLD_NS