raze-gles/source/blood/src/aiunicult.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

225 lines
7.9 KiB
C

//-------------------------------------------------------------------------
/*
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"
#ifdef NOONE_EXTENSIONS
#include "ai.h"
#include "eventq.h"
BEGIN_BLD_NS
#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[];
// 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 short dmgControl[kDamageMax]; // depends of current weapon, drop armor item, sprite yrepeat and surface 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
signed short nLifeLeech; // spritenum of dropped dude's leech
signed short slave[kGenDudeMaxSlaves]; // index of the ones dude is summon
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);
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);
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);
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);
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);
int getRangeAttackDist(spritetype* pSprite, int minDist = 1200, int maxDist = 80000);
int getDispersionModifier(spritetype* pSprite, int minDisp, int maxDisp);
void scaleDamage(XSPRITE* pXSprite);
bool genDudePrepare(spritetype* pSprite, int propId = kGenDudePropertyAll);
void genDudeUpdate(spritetype* pSprite);
bool genDudeAdjustSlope(spritetype* pSprite, XSPRITE* pXSprite, int dist, int weaponType, int by = 64);
#endif
END_BLD_NS