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5e2e53d684
CanMove twice uses the texel-based nRange as a Build-unit value, this caused strange problems with the initial floatification.
108 lines
3 KiB
C
108 lines
3 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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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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*/
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//-------------------------------------------------------------------------
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#pragma once
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#include "common_game.h"
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#include "actor.h"
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#include "db.h"
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BEGIN_BLD_NS
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struct AISTATE {
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int stateType; // By NoOne: current type of state. Basically required for kModernDudeTargetChanger, but can be used for something else.
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int seqId;
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int funcId; // seq callback
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int stateTicks;
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void(*enterFunc)(DBloodActor *);
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void(*moveFunc)(DBloodActor *);
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void(*thinkFunc)(DBloodActor *);
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AISTATE *nextState;
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};
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extern AISTATE aiState[];
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extern AISTATE genIdle;
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extern AISTATE genRecoil;
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enum AI_SFX_PRIORITY {
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AI_SFX_PRIORITY_0 = 0,
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AI_SFX_PRIORITY_1,
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AI_SFX_PRIORITY_2,
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};
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struct DUDEEXTRA_STATS
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{
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union {
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int thinkTime;
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int birthCounter;
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};
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uint8_t active;
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};
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struct DUDEEXTRA
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{
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int time;
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uint8_t teslaHit;
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int prio;
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DUDEEXTRA_STATS stats;
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};
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struct TARGETTRACK {
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int TotalKills;
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int Kills;
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int at8; // view angle
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int atc;
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int at10; // Move predict
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};
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extern const int gCultTeslaFireChance[5];
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bool dudeIsPlayingSeq(DBloodActor* pSprite, int nSeq);
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void aiPlay3DSound(DBloodActor* pSprite, int a2, AI_SFX_PRIORITY a3, int a4);
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void aiNewState(DBloodActor* actor, AISTATE *pAIState);
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void aiChooseDirection(DBloodActor* actor, DAngle a3);
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void aiMoveForward(DBloodActor*pXSprite);
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void aiMoveTurn(DBloodActor*pXSprite);
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void aiMoveDodge(DBloodActor *actor);
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void aiActivateDude(DBloodActor *actor);
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void aiSetTarget(DBloodActor* pXSprite, int x, int y, int z);
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inline void aiSetTarget(DBloodActor* ac, const DVector3& pos)
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{
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aiSetTarget(ac, int(pos.X * worldtoint), int(pos.Y * worldtoint), int(pos.Z * zworldtoint));
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}
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void aiSetTarget(DBloodActor* actor, DBloodActor* target);
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int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType, int nDamage);
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void aiThinkTarget(DBloodActor* actor);
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void aiLookForTarget(DBloodActor* actor);
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void aiProcessDudes(void);
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void aiInit(void);
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void aiInitSprite(DBloodActor* pSprite);
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bool CanMove(DBloodActor* pSprite, DBloodActor* target, DAngle nAngle, double nRange);
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/*
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inline bool CanMove(DBloodActor* pSprite, DBloodActor* target, DAngle nAngle, double nRange)
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{
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return CanMove(pSprite, target, nAngle.Buildang(), nRange);
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}
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*/
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END_BLD_NS
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