//------------------------------------------------------------------------- /* 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 "compat.h" #include "common_game.h" #include "actor.h" #include "db.h" BEGIN_BLD_NS 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; }; extern AISTATE aiState[]; extern AISTATE genIdle; extern AISTATE genRecoil; enum AI_SFX_PRIORITY { AI_SFX_PRIORITY_0 = 0, AI_SFX_PRIORITY_1, AI_SFX_PRIORITY_2, }; struct DUDEEXTRA_at6_u1 { int xval1; int xval2; char xval3; }; struct DUDEEXTRA_at6_u2 { int xval1; char xval2; }; struct DUDEEXTRA { int time; int recoil; int prio; // Broken by design... :? union { DUDEEXTRA_at6_u1 u1; DUDEEXTRA_at6_u2 u2; } at6; //DUDEEXTRA_at6 at6; }; struct TARGETTRACK { int TotalKills; int Kills; int at8; // view angle int atc; int at10; // Move predict }; extern const int dword_138BB0[5]; bool dudeIsPlayingSeq(DBloodActor* pSprite, int nSeq); void aiPlay3DSound(DBloodActor* pSprite, int a2, AI_SFX_PRIORITY a3, int a4); void aiNewState(DBloodActor* actor, AISTATE *pAIState); void aiChooseDirection(spritetype *pSprite, XSPRITE *pXSprite, int a3); void aiMoveForward(DBloodActor*pXSprite); void aiMoveTurn(DBloodActor*pXSprite); void aiMoveDodge(DBloodActor *actor); void aiActivateDude(DBloodActor *actor); void aiSetTarget(XSPRITE *pXSprite, int x, int y, int z); void aiSetTarget(XSPRITE *pXSprite, int nTarget); int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType, int nDamage); void aiThinkTarget(DBloodActor* actor); void aiLookForTarget(spritetype *pSprite, XSPRITE *pXSprite); void aiProcessDudes(void); void aiInit(void); void aiInitSprite(spritetype *pSprite); bool CanMove(spritetype* pSprite, int a2, int nAngle, int nRange); bool dudeIsPlayingSeq(spritetype* pSprite, int nSeq); // deprecated void aiPlay3DSound(spritetype* pSprite, int a2, AI_SFX_PRIORITY a3, int a4); END_BLD_NS