2022-05-19 01:51:26 -07:00
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#ifndef COMBAT_AI_H
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#define COMBAT_AI_H
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#include "combat_ai_defs.h"
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#include "combat_defs.h"
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#include "db.h"
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#include "obj_types.h"
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2022-09-23 05:43:44 -07:00
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namespace fallout {
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2022-05-19 01:51:26 -07:00
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typedef enum AiMessageType {
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AI_MESSAGE_TYPE_RUN,
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AI_MESSAGE_TYPE_MOVE,
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AI_MESSAGE_TYPE_ATTACK,
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AI_MESSAGE_TYPE_MISS,
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AI_MESSAGE_TYPE_HIT,
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} AiMessageType;
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extern const char* gAreaAttackModeKeys[AREA_ATTACK_MODE_COUNT];
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extern const char* gAttackWhoKeys[ATTACK_WHO_COUNT];
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extern const char* gBestWeaponKeys[BEST_WEAPON_COUNT];
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extern const char* gChemUseKeys[CHEM_USE_COUNT];
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extern const char* gDistanceModeKeys[DISTANCE_COUNT];
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extern const char* gRunAwayModeKeys[RUN_AWAY_MODE_COUNT];
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extern const char* gDispositionKeys[DISPOSITION_COUNT];
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extern const char* gHurtTooMuchKeys[HURT_COUNT];
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int aiInit();
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void aiReset();
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int aiExit();
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int aiLoad(File* stream);
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int aiSave(File* stream);
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int aiGetAreaAttackMode(Object* obj);
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int aiGetRunAwayMode(Object* obj);
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int aiGetBestWeapon(Object* obj);
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int aiGetDistance(Object* obj);
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int aiGetAttackWho(Object* obj);
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int aiGetChemUse(Object* obj);
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int aiSetAreaAttackMode(Object* critter, int areaAttackMode);
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int aiSetRunAwayMode(Object* obj, int run_away_mode);
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int aiSetBestWeapon(Object* critter, int bestWeapon);
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int aiSetDistance(Object* critter, int distance);
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int aiSetAttackWho(Object* critter, int attackWho);
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int aiSetChemUse(Object* critter, int chemUse);
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int aiGetDisposition(Object* obj);
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int aiSetDisposition(Object* obj, int a2);
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int _caiSetupTeamCombat(Object* a1, Object* a2);
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int _caiTeamCombatInit(Object** a1, int a2);
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void _caiTeamCombatExit();
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Object* _ai_search_inven_weap(Object* critter, int a2, Object* a3);
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Object* _ai_search_inven_armor(Object* critter);
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int _cAIPrepWeaponItem(Object* critter, Object* item);
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2022-08-31 00:05:00 -07:00
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void aiAttemptWeaponReload(Object* critter, int animate);
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2022-05-19 01:51:26 -07:00
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void _combat_ai_begin(int a1, void* a2);
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void _combat_ai_over();
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int _cai_perform_distance_prefs(Object* a1, Object* a2);
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void _combat_ai(Object* a1, Object* a2);
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bool _combatai_want_to_join(Object* a1);
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bool _combatai_want_to_stop(Object* a1);
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int critterSetTeam(Object* obj, int team);
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int critterSetAiPacket(Object* object, int aiPacket);
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int _combatai_msg(Object* a1, Attack* attack, int a3, int a4);
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Object* _combat_ai_random_target(Attack* attack);
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int _combatai_check_retaliation(Object* a1, Object* a2);
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bool objectCanHearObject(Object* a1, Object* a2);
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void aiMessageListReloadIfNeeded();
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void _combatai_notify_onlookers(Object* a1);
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void _combatai_notify_friends(Object* a1);
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void _combatai_delete_critter(Object* obj);
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2022-09-23 05:43:44 -07:00
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} // namespace fallout
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2022-05-19 01:51:26 -07:00
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#endif /* COMBAT_AI_H */
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