//-------------------------------------------------------------------------
/*
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 "ai.h"
#include "eventq.h"

BEGIN_BLD_NS

#define kMaxGenDudeSndMode 11
#define kDefaultAnimationBase 11520


extern AISTATE GDXGenDudeIdleL;
extern AISTATE GDXGenDudeIdleW;
extern AISTATE GDXGenDudeSearchL;
extern AISTATE GDXGenDudeSearchW;
extern AISTATE GDXGenDudeGotoL;
extern AISTATE GDXGenDudeGotoW;
extern AISTATE GDXGenDudeDodgeL;
extern AISTATE GDXGenDudeDodgeD;
extern AISTATE GDXGenDudeDodgeW;
extern AISTATE GDXGenDudeDodgeDmgL;
extern AISTATE GDXGenDudeDodgeDmgD;
extern AISTATE GDXGenDudeDodgeDmgW;
extern AISTATE GDXGenDudeChaseL;
extern AISTATE GDXGenDudeChaseD;
extern AISTATE GDXGenDudeChaseW;
extern AISTATE GDXGenDudeFireL;
extern AISTATE GDXGenDudeFireD;
extern AISTATE GDXGenDudeFireW;
extern AISTATE GDXGenDudeRecoilL;
extern AISTATE GDXGenDudeRecoilD;
extern AISTATE GDXGenDudeRecoilW;
extern AISTATE GDXGenDudeThrow;
extern AISTATE GDXGenDudeThrow2;
extern AISTATE GDXGenDudePunch;
extern AISTATE GDXGenDudeRTesla;
extern AISTATE GDXGenDudeTransform;

struct GENDUDESND
{
    int defaultSndId;
    int randomRange;
    int sndIdOffset;  // relative to data3
    bool aiPlaySound; // false = sfxStart3DSound();
};

extern GENDUDESND gCustomDudeSnd[];

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);
bool sfxPlayGDXGenDudeSound(spritetype* pSprite, int mode);
void aiGenDudeMoveForward(spritetype* pSprite, XSPRITE* pXSprite);
int getGenDudeMoveSpeed(spritetype* pSprite, int which, bool mul, bool shift);
bool TargetNearThing(spritetype* pSprite, int thingType);
int checkAttackState(spritetype* pSprite, XSPRITE* pXSprite);
bool doExplosion(spritetype* pSprite, int nType);
void dudeLeechOperate(spritetype* pSprite, XSPRITE* pXSprite, EVENT a3);
int getDodgeChance(spritetype* pSprite);
int getRecoilChance(spritetype* pSprite);
bool dudeIsMelee(XSPRITE* pXSprite);
void updateTargetOfSlaves(spritetype* pSprite);
bool canSwim(spritetype* pSprite);
bool canDuck(spritetype* pSprite);
bool CDCanMove(spritetype* pSprite);
bool inDodge(AISTATE* aiState);
bool inIdle(AISTATE* aiState);
int getSeqStartId(XSPRITE* pXSprite);

END_BLD_NS
