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1e2b5c2747
This can be called with attr_none!
109 lines
3.1 KiB
C++
109 lines
3.1 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#ifndef AI_H
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#define AI_H
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class VMFunction;
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BEGIN_SW_NS
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// Call functions based on a random range value
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struct DECISION
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{
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int range;
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VMNativeFunction** action;
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};
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struct DECISIONB
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{
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int range;
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int noise;
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};
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// Personality structure
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struct PERSONALITY
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{
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DECISION* Battle;
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DECISION* Offense;
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DECISIONB* Broadcast;
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DECISION* Surprised;
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DECISION* Evasive;
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DECISION* LostTarget;
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DECISION* CloseRange;
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DECISION* TouchTarget;
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};
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enum ActorStates { SLOW_SPEED, NORM_SPEED, MID_SPEED, FAST_SPEED, MAX_SPEED};
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enum ATTRIB_SNDS
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{
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attr_none = 0,
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attr_ambient, attr_alert, attr_attack, attr_pain, attr_die,
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attr_extra1, attr_extra2, attr_extra3,attr_extra4,attr_extra5,
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attr_extra6, MAXATTRIBSNDS
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};
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struct ATTRIBUTE
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{
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int16_t Speed[MAX_SPEED];
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int8_t TicAdjust[MAX_SPEED];
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uint8_t MaxWeapons;
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/*ATTRIB_SNDS*/ int Sounds[MAXATTRIBSNDS]; // JBF: ATTRIB_SNDS? Somehow I don't think this is what was intended...
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};
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// AI.C functions
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bool ActorMoveHitReact(DSWActor* actor);
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int ChooseActionNumber(int16_t decision[]);
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bool CanSeePlayer(DSWActor* actor);
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int DoActorPickClosePlayer(DSWActor* actor);
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int InitActorDecide(DSWActor* actor);
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int DoActorDecide(DSWActor* actor);
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int InitActorMoveCloser(DSWActor* actor);
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int DoActorCantMoveCloser(DSWActor* actor);
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int DoActorMoveCloser(DSWActor* actor);
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int FindTrackToPlayer(DSWActor* actor);
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int FindTrackAwayFromPlayer(DSWActor* actor);
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int InitActorRunAway(DSWActor* actor);
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int InitActorRunToward(DSWActor* actor);
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int InitActorAttack(DSWActor* actor);
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int DoActorAttack(DSWActor* actor);
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int InitActorEvade(DSWActor* actor);
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int InitActorWanderAround(DSWActor* actor);
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int InitActorFindPlayer(DSWActor* actor);
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int InitActorDuck(DSWActor* actor);
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int DoActorDuck(DSWActor* actor);
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int DoActorMoveJump(DSWActor* actor);
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int InitActorReposition(DSWActor* actor);
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int DoActorReposition(DSWActor* actor);
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int InitActorPause(DSWActor* actor);
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int DoActorPause(DSWActor* actor);
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void DoActorSetSpeed(DSWActor* actor, uint8_t speed);
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END_SW_NS
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#endif
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