//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT Copyright (C) NoOne 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 "nnexts.h" #include "ai.h" #include "eventq.h" BEGIN_BLD_NS #ifdef NOONE_EXTENSIONS enum { kGenDudeDefaultSeq = 11520, kGenDudeMaxSlaves = 7, kGenDudeTransformStatus = -222, kGenDudeUpdTimeRate = 10, kGenDudeMaxMeleeDist = 2048, kGenDudeMinDispesion = 200, kGenDudeMaxDispersion = 3500, kGenDudeKlabsAng = 56 }; enum { kGenDudeSeqIdleL = 0, kGenDudeSeqDeathDefault = 1, kGenDudeSeqDeathExplode = 2, kGenDudeSeqBurning = 3, kGenDudeSeqElectocuted = 4, kGenDudeSeqRecoil = 5, kGenDudeSeqAttackNormalL = 6, kGenDudeSeqAttackThrow = 7, kGenDudeSeqAttackNormalDW = 8, kGenDudeSeqMoveL = 9, kGenDudeSeqAttackPunch = 10, kGenDudeSeqReserved1 = 11, kGenDudeSeqReserved2 = 12, kGenDudeSeqMoveW = 13, kGenDudeSeqMoveD = 14, kGenDudeSeqDeathBurn1 = 15, kGenDudeSeqDeathBurn2 = 16, kGenDudeSeqIdleW = 17, kGenDudeSeqTransform = 18, kGenDudeSeqReserved3 = 19, kGenDudeSeqReserved4 = 20, kGenDudeSeqReserved5 = 21, kGenDudeSeqReserved6 = 22, kGenDudeSeqReserved7 = 23, kGenDudeSeqReserved8 = 24, kGenDudeSeqMax , }; enum { kGenDudeSndTargetSpot = 0, kGenDudeSndGotHit = 1, kGenDudeSndDeathNormal = 2, kGenDudeSndBurning = 3, kGenDudeSndDeathExplode = 4, kGenDudeSndTargetDead = 5, kGenDudeSndChasing = 6, kGenDudeSndAttackNormal = 7, kGenDudeSndAttackThrow = 8, kGenDudeSndAttackMelee = 9, kGenDudeSndTransforming = 10, kGenDudeSndMax , }; enum { kGenDudePropertyAll = 0, kGenDudePropertyWeapon = 1, kGenDudePropertyDmgScale = 2, kGenDudePropertyMass = 3, kGenDudePropertyAttack = 4, kGenDudePropertyStates = 5, kGenDudePropertyLeech = 6, kGenDudePropertySlaves = 7, kGenDudePropertySpriteSize = 8, kGenDudePropertyInitVals = 9, kGenDudePropertyMax , }; enum { kGenDudeWeaponNone = -1, kGenDudeWeaponHitscan = 0, kGenDudeWeaponMissile = 1, kGenDudeWeaponThrow = 2, kGenDudeWeaponSummon = 3, kGenDudeWeaponKamikaze = 4, kGenDudeWeaponMax , }; extern AISTATE genDudeIdleL; extern AISTATE genDudeIdleW; extern AISTATE genDudeSearchL; extern AISTATE genDudeSearchW; extern AISTATE genDudeGotoL; extern AISTATE genDudeGotoW; extern AISTATE genDudeDodgeL; extern AISTATE genDudeDodgeD; extern AISTATE genDudeDodgeW; extern AISTATE genDudeDodgeShortL; extern AISTATE genDudeDodgeShortD; extern AISTATE genDudeDodgeShortW; extern AISTATE genDudeDodgeShorterL; extern AISTATE genDudeDodgeShorterD; extern AISTATE genDudeDodgeShorterW; extern AISTATE genDudeChaseL; extern AISTATE genDudeChaseD; extern AISTATE genDudeChaseW; extern AISTATE genDudeFireL; extern AISTATE genDudeFireD; extern AISTATE genDudeFireW; extern AISTATE genDudeRecoilL; extern AISTATE genDudeRecoilD; extern AISTATE genDudeRecoilW; extern AISTATE genDudeThrow; extern AISTATE genDudeThrow2; extern AISTATE genDudePunch; extern AISTATE genDudeRecoilTesla; extern AISTATE genDudeSearchNoWalkL; extern AISTATE genDudeSearchNoWalkW; extern AISTATE genDudeChaseNoWalkL; extern AISTATE genDudeChaseNoWalkD; extern AISTATE genDudeChaseNoWalkW; extern AISTATE genDudeSearchShortL; extern AISTATE genDudeSearchShortW; struct GENDUDESND { int defaultSndId; int randomRange; int sndIdOffset; // relative to data3 bool aiPlaySound; // false = sfxStart3DSound(); bool interruptable; }; extern const GENDUDESND gCustomDudeSnd[]; // temporary, until normal DUDEEXTRA gets refactored struct GENDUDEEXTRA { uint16_t initVals[3]; // xrepeat, yrepeat, clipdist uint16_t availDeaths[kDamageMax]; // list of seqs with deaths for each damage type uint32_t moveSpeed; uint32_t fireDist; // counts from sprite size uint32_t throwDist; // counts from sprite size uint16_t curWeapon; // data1 duplicate to avoid potential problems when changing data dynamically uint16_t weaponType; uint16_t baseDispersion; uint16_t slaveCount; // how many dudes is summoned TObjPtr pLifeLeech; // spritenum of dropped dude's leech TObjPtr slave[kGenDudeMaxSlaves]; // index of the ones dude is summon signed short dmgControl[kDamageMax]; // depends of current weapon, drop armor item, sprite yrepeat and surface type bool updReq[kGenDudePropertyMax]; // update requests union { struct { bool sndPlaying : 1; // indicate if sound of AISTATE currently playing bool forcePunch : 1; // indicate if there is no fire trigger in punch state seq bool isMelee : 1; bool canBurn : 1; // can turn in Burning dude or not bool canElectrocute : 1; bool canAttack : 1; bool canRecoil : 1; bool canWalk : 1; bool canDuck : 1; bool canSwim : 1; bool canFly : 1; }; int flags; }; }; DBloodActor* getNextIncarnation(DBloodActor* actor); void killDudeLeech(DBloodActor* pLeech); void removeLeech(DBloodActor* pLeech, bool delSprite = true); void removeDudeStuff(DBloodActor* pSprite); DBloodActor* leechIsDropped(DBloodActor* pSprite); bool spriteIsUnderwater(DBloodActor* pSprite, bool oldWay = false); bool playGenDudeSound(DBloodActor* actor, int mode); void aiGenDudeMoveForward(DBloodActor* actor); void aiGenDudeChooseDirection(DBloodActor* actor, int a3, int aXvel = -1, int aYvel = -1); void aiGenDudeNewState(DBloodActor* actor, AISTATE* pAIState); int checkAttackState(DBloodActor* actor); bool doExplosion(DBloodActor* pSprite, int nType); DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* pSprite, int nDist); void genDudeTransform(DBloodActor* pSprite); void dudeLeechOperate(DBloodActor* actor, const EVENT& a3); int getDodgeChance(DBloodActor* pSprite); int getRecoilChance(DBloodActor* pSprite); bool dudeIsMelee(DBloodActor* pXSprite); void updateTargetOfSlaves(DBloodActor* pSprite); void updateTargetOfLeech(DBloodActor* pSprite); bool canSwim(DBloodActor* actor); bool canDuck(DBloodActor* actor); bool canWalk(DBloodActor* actor); int inDodge(AISTATE* aiState); bool inIdle(AISTATE* aiState); bool inAttack(AISTATE* aiState); int inRecoil(AISTATE* aiState); bool inSearch(AISTATE* aiState); int inChase(AISTATE* aiState); int inDuck(AISTATE* aiState); int genDudeSeqStartId(DBloodActor* pXSprite); bool genDudePrepare(DBloodActor* pSprite, int propId); void genDudeUpdate(DBloodActor* pSprite); void genDudePostDeath(DBloodActor* actor, DAMAGE_TYPE damageType, int damage); void aiGenDudeInitSprite(DBloodActor* actor); #endif END_BLD_NS