raze/source/games/blood/src/ai.h

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//-------------------------------------------------------------------------
/*
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 "common_game.h"
#include "actor.h"
#include "db.h"
BEGIN_BLD_NS
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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)(DBloodActor *);
void(*moveFunc)(DBloodActor *);
void(*thinkFunc)(DBloodActor *);
AISTATE *nextState;
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};
extern AISTATE aiState[];
extern AISTATE genIdle;
extern AISTATE genRecoil;
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enum AI_SFX_PRIORITY {
AI_SFX_PRIORITY_0 = 0,
AI_SFX_PRIORITY_1,
AI_SFX_PRIORITY_2,
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};
struct DUDEEXTRA_STATS
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{
union {
int thinkTime;
int birthCounter;
};
uint8_t active;
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};
struct DUDEEXTRA
{
int time;
uint8_t teslaHit;
int prio;
DUDEEXTRA_STATS stats;
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};
struct TARGETTRACK {
int TotalKills;
int Kills;
int at8; // view angle
int atc;
int at10; // Move predict
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};
extern const int gCultTeslaFireChance[5];
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bool dudeIsPlayingSeq(DBloodActor* pSprite, int nSeq);
void aiPlay3DSound(DBloodActor* pSprite, int a2, AI_SFX_PRIORITY a3, int a4);
void aiNewState(DBloodActor* actor, AISTATE *pAIState);
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void aiChooseDirection(DBloodActor* actor, DAngle a3);
void aiMoveForward(DBloodActor*pXSprite);
void aiMoveTurn(DBloodActor*pXSprite);
void aiMoveDodge(DBloodActor *actor);
void aiActivateDude(DBloodActor *actor);
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void aiSetTarget(DBloodActor* pXSprite, int x, int y, int z);
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inline void aiSetTarget(DBloodActor* ac, const DVector3& pos)
{
aiSetTarget(ac, int(pos.X * worldtoint), int(pos.Y * worldtoint), int(pos.Z * zworldtoint));
}
void aiSetTarget(DBloodActor* actor, DBloodActor* target);
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int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType, int nDamage);
void aiThinkTarget(DBloodActor* actor);
void aiLookForTarget(DBloodActor* actor);
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void aiProcessDudes(void);
void aiInit(void);
void aiInitSprite(DBloodActor* pSprite);
bool CanMove(DBloodActor* pSprite, DBloodActor* target, DAngle nAngle, double nRange);
/*
inline bool CanMove(DBloodActor* pSprite, DBloodActor* target, DAngle nAngle, double nRange)
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{
return CanMove(pSprite, target, nAngle.Buildang(), nRange);
}
*/
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END_BLD_NS