//------------------------------------------------------------------------- /* 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 class VMFunction; BEGIN_SW_NS // Call functions based on a random range value struct DECISION { int range; VMNativeFunction** action; }; struct DECISIONB { int range; int noise; }; // Personality structure struct PERSONALITY { DECISION* Battle; DECISION* Offense; DECISIONB* Broadcast; DECISION* Surprised; DECISION* Evasive; DECISION* LostTarget; DECISION* CloseRange; DECISION* TouchTarget; }; enum ActorStates { SLOW_SPEED, NORM_SPEED, MID_SPEED, FAST_SPEED, MAX_SPEED}; enum ATTRIB_SNDS { attr_none = 0, attr_ambient, attr_alert, attr_attack, attr_pain, attr_die, attr_extra1, attr_extra2, attr_extra3,attr_extra4,attr_extra5, attr_extra6, MAXATTRIBSNDS }; struct ATTRIBUTE { int16_t 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... }; // AI.C functions bool ActorMoveHitReact(DSWActor* actor); int ChooseActionNumber(int16_t decision[]); bool CanSeePlayer(DSWActor* actor); int DoActorPickClosePlayer(DSWActor* actor); int InitActorDecide(DSWActor* actor); int DoActorDecide(DSWActor* actor); int InitActorMoveCloser(DSWActor* actor); int DoActorCantMoveCloser(DSWActor* actor); int DoActorMoveCloser(DSWActor* actor); int FindTrackToPlayer(DSWActor* actor); int FindTrackAwayFromPlayer(DSWActor* actor); int InitActorRunAway(DSWActor* actor); int InitActorRunToward(DSWActor* actor); int InitActorAttack(DSWActor* actor); int DoActorAttack(DSWActor* actor); int InitActorEvade(DSWActor* actor); int InitActorWanderAround(DSWActor* actor); int InitActorFindPlayer(DSWActor* actor); int InitActorDuck(DSWActor* actor); int DoActorDuck(DSWActor* actor); int DoActorMoveJump(DSWActor* actor); int InitActorReposition(DSWActor* actor); int DoActorReposition(DSWActor* actor); int InitActorPause(DSWActor* actor); int DoActorPause(DSWActor* actor); void DoActorSetSpeed(DSWActor* actor, uint8_t speed); END_SW_NS #endif