raze/source/games/sw/src/ai.h
2021-11-29 00:55:11 +01:00

160 lines
4.3 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#ifndef AI_H
#define AI_H
BEGIN_SW_NS
// Call functions based on a random range value
typedef struct
{
short range;
ANIMATORp action;
} DECISION, *DECISIONp;
// Personality structure
struct PERSONALITYstruct
{
DECISIONp Battle;
DECISIONp Offense;
DECISIONp Broadcast;
DECISIONp Surprised;
DECISIONp Evasive;
DECISIONp LostTarget;
DECISIONp CloseRange;
DECISIONp TouchTarget;
};
enum ActorStates { SLOW_SPEED, NORM_SPEED, MID_SPEED, FAST_SPEED, MAX_SPEED};
#define MAXATTRIBSNDS 11
typedef enum
{
attr_ambient, attr_alert, attr_attack, attr_pain, attr_die,
attr_extra1, attr_extra2, attr_extra3,attr_extra4,attr_extra5,
attr_extra6
} ATTRIB_SNDS;
struct ATTRIBUTEstruct
{
short Speed[MAX_SPEED];
int8_t TicAdjust[MAX_SPEED];
uint8_t MaxWeapons;
/*ATTRIB_SNDS*/ int Sounds[MAXATTRIBSNDS]; // JBF: ATTRIB_SNDS? Somehow I don't think this is what was intended...
};
extern ATTRIBUTE DefaultAttrib;
// AI.C functions
bool ActorMoveHitReact(DSWActor* actor);
short ChooseActionNumber(short decision[]);
bool CanSeePlayer(DSWActor* actor);
int DoActorPickClosePlayer(DSWActor* actor);
int InitActorDecide(DSWActor* actor);
int DoActorDecide(DSWActor* actor);
int InitActorAlertNoise(DSWActor* actor);
int InitActorAmbientNoise(DSWActor* actor);
int InitActorAttackNoise(DSWActor* actor);
int InitActorPainNoise(DSWActor* actor);
int InitActorDieNoise(DSWActor* actor);
int InitActorExtra1Noise(DSWActor* actor);
int InitActorExtra2Noise(DSWActor* actor);
int InitActorExtra3Noise(DSWActor* actor);
int InitActorExtra4Noise(DSWActor* actor);
int InitActorExtra5Noise(DSWActor* actor);
int InitActorExtra6Noise(DSWActor* actor);
int InitActorMoveCloser(DSWActor* actor);
int DoActorCantMoveCloser(DSWActor* actor);
int DoActorMoveCloser(DSWActor* actor);
short FindTrackToPlayer(DSWActor* actor);
short FindTrackAwayFromPlayer(DSWActor* actor);
int InitActorRunAway(DSWActor* actor);
int InitActorRunToward(DSWActor* actor);
int InitActorAttack(DSWActor* actor);
int DoActorAttack(DSWActor* actor);
int InitActorEvade(DSWActor* actor);
int InitActorWanderAround(DSWActor* actor);
int InitActorFindPlayer(DSWActor* actor);
int InitActorDuck(DSWActor* actor);
int DoActorDuck(DSWActor* actor);
int DoActorMoveJump(DSWActor* actor);
int InitActorReposition(DSWActor* actor);
int DoActorReposition(DSWActor* actor);
int InitActorPause(DSWActor* actor);
int DoActorPause(DSWActor* actor);
/*
ANIMATOR
InitActorDecide,
InitActorMoveCloser,
InitActorAttack,
InitActorRunAway,
InitActorEvade,
InitActorWanderAround,
InitActorFindPlayer,
InitActorReposition,
InitActorPause,
InitActorDuck,
InitActorAmbientNoise,
InitActorAlertNoise,
InitActorAttackNoise,
InitActorPainNoise,
InitActorDieNoise,
InitActorExtra1Noise,
InitActorExtra2Noise,
InitActorExtra3Noise,
InitActorExtra4Noise,
InitActorExtra5Noise,
InitActorExtra6Noise;
ANIMATOR
DoActorDecide,
DoActorMoveCloser,
DoActorAttack,
DoActorRunAway,
DoActorWanderAround,
DoActorReposition,
DoActorPause,
DoActorDuck,
DoActorAmbientNoise,
DoActorAlertNoise,
DoActorAttackNoise,
DoActorPainNoise,
DoActorDieNoise,
DoActorExtra1Noise,
DoActorExtra2Noise,
DoActorExtra3Noise,
DoActorExtra4Noise,
DoActorExtra5Noise,
DoActorExtra6Noise;
*/
void DoActorSetSpeed(DSWActor* actor, uint8_t speed);
END_SW_NS
#endif