/
aistuff.h
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/
aistuff.h
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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed 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 "compat.h"
#include "freelistarray.h"
BEGIN_PS_NS
// anims
struct Anim
{
short nSeq;
short field_2;
short field_4;
short nSprite;
short AnimRunRec;
uint8_t AnimFlags;
};
enum { kMaxAnims = 400 };
extern FreeListArray<Anim, kMaxAnims> AnimList;
void InitAnims();
void DestroyAnim(int nAnim);
int BuildAnim(int nSprite, int val, int val2, int x, int y, int z, int nSector, int nRepeat, int nFlag);
short GetAnimSprite(short nAnim);
void FuncAnim(int, int, int, int);
void BuildExplosion(short nSprite);
int BuildSplash(int nSprite, int nSector);
// anubis
void InitAnubis();
void BuildAnubis(int nSprite, int x, int y, int z, int nSector, int nAngle, uint8_t bIsDrummer);
void FuncAnubis(int, int a, int b, int c);
// bubbles
void InitBubbles();
void BuildBubbleMachine(int nSprite);
void DoBubbleMachines();
void DoBubbles(int nPlayer);
void FuncBubble(int, int, int, int);
// bullet
// 32 bytes
struct bulletInfo
{
short nDamage; // 0
short field_2; // 2
int field_4; // 4
short field_8; // 8
short nSeq; // 10
short field_C; // 12
short nFlags;
short nRadius; // damage radius
short xyRepeat;
};
extern bulletInfo BulletInfo[];
extern short nRadialBullet;
extern short lasthitsect;
extern int lasthitz;
extern int lasthitx;
extern int lasthity;
void InitBullets();
int GrabBullet();
void DestroyBullet(short nRun);
int MoveBullet(short nBullet);
void SetBulletEnemy(short nBullet, short nEnemy);
int BuildBullet(short nSprite, int nType, int ebx, int ecx, int val1, int nAngle, int val2, int val3);
void IgniteSprite(int nSprite);
void FuncBullet(int, int, int, int);
void BackUpBullet(int *x, int *y, short nAngle);
// fish
void InitFishes();
void BuildFish(int nSprite, int x, int y, int z, int nSector, int nAngle);
void FuncFish(int, int, int, int);
void FuncFishLimb(int a, int b, int c);
// grenade
enum { kMaxGrenades = 50 };
void InitGrenades();
void BuildGrenade(int nPlayer);
void DestroyGrenade(short nGrenade);
int ThrowGrenade(short nPlayer, int edx, int ebx, int ecx, int push1);
void FuncGrenade(int, int, int, int);
// gun
enum { kMaxWeapons = 7 };
enum
{
kWeaponSword = 0,
kWeaponPistol,
kWeaponM60,
kWeaponFlamer,
kWeaponGrenade,
kWeaponStaff,
kWeaponRing,
kWeaponMummified
};
struct Weapon
{
short nSeq;
short b[12]; // seq offsets?
short nAmmoType;
short c;
short d; // default or min ammo? or ammo used per 'shot' ?
short bFireUnderwater;
// short pad[15];
};
extern Weapon WeaponInfo[];
extern short nTemperature[];
void RestoreMinAmmo(short nPlayer);
void FillWeapons(short nPlayer);
void ResetPlayerWeapons(short nPlayer);
void InitWeapons();
void SetNewWeapon(short nPlayer, short nWeapon);
void SetNewWeaponImmediate(short nPlayer, short nWeapon);
void SetNewWeaponIfBetter(short nPlayer, short nWeapon);
void SelectNewWeapon(short nPlayer);
void StopFiringWeapon(short nPlayer);
void FireWeapon(short nPlayer);
void CheckClip(short nPlayer);
void MoveWeapons(short nPlayer);
void DrawWeapons(double smooth);
// items
enum
{
kItemHeart = 0,
kItemInvincibility,
kItemTorch,
kItemDoubleDamage,
kItemInvisibility,
kItemMask,
};
extern short nItemMagic[];
void BuildItemAnim(short nSprite);
void DestroyItemAnim(short nSprite);
void ItemFlash();
void FillItems(short nPlayer);
void UseItem(short nPlayer, short nItem);
void UseCurItem(short nPlayer);
int GrabItem(short nPlayer, short nItem);
void DropMagic(short nSprite);
void InitItems();
void StartRegenerate(short nSprite);
void DoRegenerates();
// lavadude
void InitLava();
void BuildLava(short nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel);
int BuildLavaLimb(int nSprite, int edx, int ebx);
void FuncLavaLimb(int, int, int, int);
void FuncLava(int, int, int, int);
// lighting
extern short nFlashDepth;
void InitLights();
void AddFlash(short nSector, int x, int y, int z, int val);
void SetTorch(int nPlayer, int bTorchOnOff);
void UndoFlashes();
void DoLights();
void AddFlow(int nSprite, int nSpeed, int b);
void BuildFlash(short nPlayer, short nSector, int nVal);
void AddGlow(short nSector, int nVal);
void AddFlicker(short nSector, int nVal);
extern short bTorch;
// lion
void InitLion();
void BuildLion(short nSprite, int x, int y, int z, short nSector, short nAngle);
void FuncLion(int, int, int, int);
// move
// 16 bytes
struct BlockInfo
{
int x;
int y;
int field_8;
short nSprite;
};
extern BlockInfo sBlockInfo[];
extern int hihit;
extern short nChunkSprite[];
extern short nBodySprite[];
signed int lsqrt(int a1);
void MoveThings();
void ResetMoveFifo();
void InitChunks();
void InitPushBlocks();
void Gravity(short nSprite);
short UpdateEnemy(short *nEnemy);
int MoveCreature(short nSprite);
int MoveCreatureWithCaution(int nSprite);
void WheresMyMouth(int nPlayer, int *x, int *y, int *z, short *sectnum);
int GetSpriteHeight(int nSprite);
int GrabBody();
int GrabBodyGunSprite();
void CreatePushBlock(int nSector);
void FuncCreatureChunk(int a, int, int nRun);
int FindPlayer(int nSprite, int nDistance);
int BuildCreatureChunk(int nVal, int nPic);
void BuildNear(int x, int y, int walldist, int nSector);
int BelowNear(short nSprite);
int PlotCourseToSprite(int nSprite1, int nSprite2);
void CheckSectorFloor(short nSector, int z, int *x, int *y);
int GetAngleToSprite(int nSprite1, int nSprite2);
int GetWallNormal(short nWall);
int GetUpAngle(short nSprite1, int nVal, short nSprite2, int ecx);
void MoveSector(short nSector, int nAngle, int *nXVel, int *nYVel);
int AngleChase(int nSprite, int nSprite2, int ebx, int ecx, int push1);
void SetQuake(short nSprite, int nVal);
// mummy
enum { kMaxMummies = 150 };
void InitMummy();
void BuildMummy(int val, int x, int y, int z, int nSector, int nAngle);
void FuncMummy(int nSector, int edx, int nRun);
// object
enum kStatus
{
kStatDestructibleSprite = 97,
kStatAnubisDrum,
kStatExplodeTrigger = 141,
kStatExplodeTarget = 152
};
extern short nSmokeSparks;
extern short nDronePitch;
extern int lFinaleStart;
extern short nFinaleSpr;
void InitObjects();
void InitElev();
void InitPoint();
void InitSlide();
void InitWallFace();
void DoDrips();
void DoMovingSects();
void DoFinale();
void PostProcess();
void FuncElev(int, int, int, int);
void FuncWallFace(int, int, int, int);
void FuncSlide(int, int, int, int);
void FuncObject(int, int, int, int);
void FuncTrap(int, int, int, int);
void FuncEnergyBlock(int, int, int, int);
void FuncSpark(int, int, int, int);
void SnapBobs(short nSectorA, short nSectorB);
short FindWallSprites(short nSector);
void AddMovingSector(int nSector, int edx, int ebx, int ecx);
int BuildWallSprite(int nSector);
void ProcessTrailSprite(int nSprite, int nLotag, int nHitag);
void AddSectorBob(int nSector, int nHitag, int bx);
int BuildObject(int const nSprite, int nOjectType, int nHitag);
int BuildArrow(int nSprite, int nVal);
int BuildFireBall(int nSprite, int a, int b);
void BuildDrip(int nSprite);
int BuildEnergyBlock(short nSector);
int BuildElevC(int arg1, int nChannel, int nSector, int nWallSprite, int arg5, int arg6, int nCount, ...);
int BuildElevF(int nChannel, int nSector, int nWallSprite, int arg_4, int arg_5, int nCount, ...);
int BuildWallFace(short nChannel, short nWall, int nCount, ...);
int BuildSlide(int nChannel, int edx, int ebx, int ecx, int arg1, int arg2, int arg3);
// queen
void InitQueens();
void BuildQueen(int nSprite, int x, int y, int z, int nSector, int nAngle, int nVal);
void FuncQueenEgg(int, int, int, int);
void FuncQueenHead(int, int, int, int);
void FuncQueen(int, int, int, int);
// ra
struct RA
{
short nAction;
short nFrame;
short nRun;
short nSprite;
short nTarget;
short field_A;
short field_C;
short nPlayer;
};
// ra
extern RA Ra[];
void FreeRa(short nPlayer);
void BuildRa(short nPlayer);
void InitRa();
void MoveRaToEnemy(short nPlayer);
void FuncRa(int, int, int, int);
// rat
void InitRats();
void SetRatVel(short nSprite);
void BuildRat(short nSprite, int x, int y, int z, short nSector, int nAngle);
int FindFood(short nSprite);
void FuncRat(int a, int, int b, int nRun);
// rex
void InitRexs();
void BuildRex(short nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel);
void FuncRex(int, int, int, int);
// roach
void InitRoachs();
void BuildRoach(int nType, int nSprite, int x, int y, int z, short nSector, int angle);
void FuncRoach(int a, int, int nDamage, int nRun);
// runlist
enum
{
kMaxRuns = 25600,
kMaxChannels = 4096
};
struct RunStruct
{
int nRef;
int nVal;
short next;
short prev;
};
struct RunChannel
{
short a;
short b;
short c;
short d;
};
enum class EMessageType
{
ProcessChannel = 1,
Tick,
Process,
Use,
TouchFloor,
LeaveSector,
EnterSector,
Damage,
Draw,
RadialDamage
};
struct RunListEvent
{
EMessageType nMessage;
int nIndex; // mostly the player, sometimes the channel list
tspritetype* pTSprite; // for the draw event
DExhumedActor* pActor; // for the damage event, radialSpr for radial damage - owner will not be passed as it can be retrieved from this.
int nDamage, nRun;
int nRadialDamage; // Radial damage needs a bit more info.
int nDamageRadius;
int RunValue() const;
};
struct ExhumedAI
{
//virtual ~ExhumedAI() = default;
virtual void ProcessChannel(RunListEvent* ev) {}
virtual void Tick(RunListEvent* ev) {}
virtual void Process(RunListEvent* ev) {}
virtual void Use(RunListEvent* ev) {}
virtual void TouchFloor(RunListEvent* ev) {}
virtual void LeaveSector(RunListEvent* ev) {}
virtual void EnterSector(RunListEvent* ev) {}
virtual void Damage(RunListEvent* ev) {}
virtual void Draw(RunListEvent* ev) {}
virtual void RadialDamage(RunListEvent* ev) {}
};
struct AIAnim : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
};
struct AIAnubis : public ExhumedAI
{
void Tick(RunListEvent* ev) override;
void Draw(RunListEvent* ev) override;
void RadialDamage(RunListEvent* ev) override;
void Damage(RunListEvent* ev) override;
};
void runlist_DispatchEvent(ExhumedAI* ai, int nObject, int nMessage, int nDamage, int nRun);
typedef void(*AiFunc)(int, int, int, int nRun);
extern FreeListArray<RunStruct, kMaxRuns> RunData;
inline int RunListEvent::RunValue() const
{
return RunData[nRun].nVal;
}
extern RunChannel sRunChannels[kMaxChannels];
extern short NewRun;
extern int nRadialOwner;
extern short nRadialSpr;
void runlist_InitRun();
int runlist_GrabRun();
int runlist_FreeRun(int nRun);
int runlist_AddRunRec(int a, int b, int c);
int runlist_HeadRun();
void runlist_InitChan();
void runlist_ChangeChannel(int eax, short dx);
void runlist_ReadyChannel(short eax);
void runlist_ProcessSectorTag(int nSector, int nLotag, int nHitag);
int runlist_AllocChannel(int a);
void runlist_DoSubRunRec(int RunPtr);
void runlist_SubRunRec(int RunPtr);
void runlist_ProcessWallTag(int nWall, short nLotag, short nHitag);
int runlist_CheckRadialDamage(short nSprite);
void runlist_RadialDamageEnemy(short nSprite, short nDamage, short nRadius);
void runlist_DamageEnemy(int nSprite, int nSprite2, short nDamage);
void runlist_SignalRun(int NxtPtr, int edx);
void runlist_CleanRunRecs();
void runlist_ExecObjects();
// scorp
void InitScorp();
void BuildScorp(short nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel);
void FuncScorp(int, int, int, int);
// set
void InitSets();
void BuildSet(short nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel);
void FuncSoul(int, int, int, int);
void FuncSet(int, int, int, int);
// snake
enum { kSnakeSprites = 8 }; // or rename to kSnakeParts?
// 32bytes
struct Snake
{
short nEnemy; // nRun
short nSprites[kSnakeSprites];
short sC;
short nRun;
char c[8];
short sE;
short nSnakePlayer;
};
enum { kMaxSnakes = 50 };
extern FreeListArray<Snake, kMaxSnakes> SnakeList;
void InitSnakes();
short GrabSnake();
void BuildSnake(short nPlayer, short zVal);
void FuncSnake(int, int, int, int);
// spider
void InitSpider();
int BuildSpider(int nSprite, int x, int y, int z, short nSector, int nAngle);
void FuncSpider(int a, int, int b, int nRun);
// switch
void InitLink();
void InitSwitch();
void FuncSwReady(int, int, int, int);
void FuncSwPause(int, int, int, int);
void FuncSwStepOn(int, int, int, int);
void FuncSwNotOnPause(int, int, int, int);
void FuncSwPressSector(int, int, int, int);
void FuncSwPressWall(int, int, int, int);
std::pair<int, int> BuildSwPause(int nChannel, int nLink, int ebx);
std::pair<int, int> BuildSwNotOnPause(int nChannel, int nLink, int nSector, int ecx);
int BuildLink(int nCount, ...);
std::pair<int, int> BuildSwPressSector(int nChannel, int nLink, int nSector, int ecx);
std::pair<int, int> BuildSwStepOn(int nChannel, int nLink, int nSector);
std::pair<int, int> BuildSwReady(int nChannel, short nLink);
std::pair<int, int> BuildSwPressWall(short nChannel, short nLink, short nWall);
// wasp
int WaspCount();
void InitWasps();
int BuildWasp(short nSprite, int x, int y, int z, short nSector, short nAngle);
void FuncWasp(int eax, int, int edx, int nRun);
enum { kMessageMask = 0x7F0000 };
inline int GrabTimeSlot(int nVal) { return -1; }
inline int dmgAdjust(int dmg, int fact = 2) { return dmg; }
inline bool easy() { return false; }
END_PS_NS