//------------------------------------------------------------------------- /* 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