//------------------------------------------------------------------------- /* 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 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_STATS { union { int thinkTime; int birthCounter; }; uint8_t active; }; struct DUDEEXTRA { int time; uint8_t teslaHit; int prio; DUDEEXTRA_STATS stats; }; struct TARGETTRACK { int TotalKills; int Kills; int at8; // view angle int atc; int at10; // Move predict }; extern const int gCultTeslaFireChance[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(DBloodActor* actor, DAngle a3); void aiMoveForward(DBloodActor*pXSprite); void aiMoveTurn(DBloodActor*pXSprite); void aiMoveDodge(DBloodActor *actor); void aiActivateDude(DBloodActor *actor); void aiSetTarget(DBloodActor* pXSprite, int x, int y, int z); 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); int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType, int nDamage); void aiThinkTarget(DBloodActor* actor); void aiLookForTarget(DBloodActor* actor); 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) { return CanMove(pSprite, target, nAngle.Buildang(), nRange); } */ END_BLD_NS