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fc11f537f7
* moved all games into the 'games' folder. * fixed project to include all sources and move them to the proper folders.
169 lines
4.7 KiB
C
169 lines
4.7 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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BEGIN_SW_NS
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// Call functions based on a random range value
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typedef struct
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{
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short range;
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ANIMATORp action;
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} DECISION, *DECISIONp;
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// Personality structure
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struct PERSONALITYstruct
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{
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DECISIONp Battle;
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DECISIONp Offense;
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DECISIONp Broadcast;
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DECISIONp Surprised;
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DECISIONp Evasive;
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DECISIONp LostTarget;
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DECISIONp CloseRange;
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DECISIONp 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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#define MAXATTRIBSNDS 11
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typedef enum
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{
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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
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} ATTRIB_SNDS;
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struct ATTRIBUTEstruct
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{
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short 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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extern ATTRIBUTE DefaultAttrib;
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// AI.C functions
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void DebugMoveHit(short SpriteNum);
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bool ActorMoveHitReact(short SpriteNum);
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bool ActorFlaming(short SpriteNum);
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void DoActorSetSpeed(short SpriteNum,uint8_t speed);
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short ChooseActionNumber(short decision[]);
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int DoActorNoise(ANIMATORp Action,short SpriteNum);
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bool CanSeePlayer(short SpriteNum);
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int CanHitPlayer(short SpriteNum);
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int DoActorPickClosePlayer(short SpriteNum);
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int CloseRangeDist(SPRITEp sp1,SPRITEp sp2);
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int InitActorDecide(short SpriteNum);
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int DoActorDecide(short SpriteNum);
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int InitActorAlertNoise(short SpriteNum);
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int InitActorAmbientNoise(short SpriteNum);
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int InitActorAttackNoise(short SpriteNum);
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int InitActorPainNoise(short SpriteNum);
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int InitActorDieNoise(short SpriteNum);
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int InitActorExtra1Noise(short SpriteNum);
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int InitActorExtra2Noise(short SpriteNum);
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int InitActorExtra3Noise(short SpriteNum);
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int InitActorExtra4Noise(short SpriteNum);
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int InitActorExtra5Noise(short SpriteNum);
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int InitActorExtra6Noise(short SpriteNum);
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int InitActorMoveCloser(short SpriteNum);
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int DoActorCantMoveCloser(short SpriteNum);
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int DoActorMoveCloser(short SpriteNum);
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short FindTrackToPlayer(USERp u);
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short FindTrackAwayFromPlayer(USERp u);
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short FindWanderTrack(USERp u);
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int InitActorRunAway(short SpriteNum);
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int InitActorRunToward(short SpriteNum);
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int InitActorAttack(short SpriteNum);
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int DoActorAttack(short SpriteNum);
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int InitActorEvade(short SpriteNum);
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int InitActorWanderAround(short SpriteNum);
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int InitActorFindPlayer(short SpriteNum);
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int InitActorDuck(short SpriteNum);
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int DoActorDuck(short SpriteNum);
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int DoActorMoveJump(short SpriteNum);
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int move_scan(short SpriteNum,short ang,int dist,int *stopx,int *stopy,int *stopz,short *stopsect);
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int FindNewAngle(short SpriteNum,signed char dir,int DistToMove);
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int InitActorReposition(short SpriteNum);
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int DoActorReposition(short SpriteNum);
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int InitActorPause(short SpriteNum);
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int DoActorPause(short SpriteNum);
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/*
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ANIMATOR
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InitActorDecide,
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InitActorMoveCloser,
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InitActorAttack,
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InitActorRunAway,
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InitActorEvade,
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InitActorWanderAround,
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InitActorFindPlayer,
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InitActorReposition,
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InitActorPause,
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InitActorDuck,
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InitActorAmbientNoise,
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InitActorAlertNoise,
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InitActorAttackNoise,
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InitActorPainNoise,
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InitActorDieNoise,
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InitActorExtra1Noise,
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InitActorExtra2Noise,
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InitActorExtra3Noise,
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InitActorExtra4Noise,
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InitActorExtra5Noise,
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InitActorExtra6Noise;
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ANIMATOR
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DoActorDecide,
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DoActorMoveCloser,
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DoActorAttack,
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DoActorRunAway,
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DoActorWanderAround,
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DoActorReposition,
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DoActorPause,
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DoActorDuck,
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DoActorAmbientNoise,
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DoActorAlertNoise,
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DoActorAttackNoise,
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DoActorPainNoise,
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DoActorDieNoise,
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DoActorExtra1Noise,
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DoActorExtra2Noise,
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DoActorExtra3Noise,
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DoActorExtra4Noise,
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DoActorExtra5Noise,
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DoActorExtra6Noise;
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*/
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void DoActorSetSpeed(short SpriteNum, uint8_t speed);
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END_SW_NS
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#endif
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