fallout2-ce/src/combat_ai.h

181 lines
6.3 KiB
C

#ifndef COMBAT_AI_H
#define COMBAT_AI_H
#include "combat_ai_defs.h"
#include "combat_defs.h"
#include "db.h"
#include "message.h"
#include "obj_types.h"
#include "party_member.h"
#define AI_PACKET_CHEM_PRIMARY_DESIRE_COUNT (3)
typedef enum AiMessageType {
AI_MESSAGE_TYPE_RUN,
AI_MESSAGE_TYPE_MOVE,
AI_MESSAGE_TYPE_ATTACK,
AI_MESSAGE_TYPE_MISS,
AI_MESSAGE_TYPE_HIT,
} AiMessageType;
typedef struct AiMessageRange {
int start;
int end;
} AiMessageRange;
typedef struct AiPacket {
char* name;
int packet_num;
int max_dist;
int min_to_hit;
int min_hp;
int aggression;
int hurt_too_much;
int secondary_freq;
int called_freq;
int font;
int color;
int outline_color;
int chance;
AiMessageRange run;
AiMessageRange move;
AiMessageRange attack;
AiMessageRange miss;
AiMessageRange hit[HIT_LOCATION_SPECIFIC_COUNT];
int area_attack_mode;
int run_away_mode;
int best_weapon;
int distance;
int attack_who;
int chem_use;
int chem_primary_desire[AI_PACKET_CHEM_PRIMARY_DESIRE_COUNT];
int disposition;
char* body_type;
char* general_type;
} AiPacket;
typedef struct STRUCT_832 {
Object* field_0;
Object* field_4;
Object* field_8[100];
int field_198[100];
int field_328;
int field_32C;
int field_330;
int field_334;
int* field_338;
int field_33C;
int field_340;
} STRUCT_832;
extern Object* _combat_obj;
extern int gAiPacketsLength;
extern AiPacket* gAiPackets;
extern bool gAiInitialized;
extern const char* gAreaAttackModeKeys[AREA_ATTACK_MODE_COUNT];
extern const char* gAttackWhoKeys[ATTACK_WHO_COUNT];
extern const char* gBestWeaponKeys[BEST_WEAPON_COUNT];
extern const char* gChemUseKeys[CHEM_USE_COUNT];
extern const char* gDistanceModeKeys[DISTANCE_COUNT];
extern const char* gRunAwayModeKeys[RUN_AWAY_MODE_COUNT];
extern const char* gDispositionKeys[DISPOSITION_COUNT];
extern const char* gHurtTooMuchKeys[HURT_COUNT];
extern const int _rmatchHurtVals[5];
extern const int _hp_run_away_value[6];
extern Object* _attackerTeamObj;
extern Object* _targetTeamObj;
extern const int _weapPrefOrderings[BEST_WEAPON_COUNT + 1][5];
extern const int _aiPartyMemberDistances[DISTANCE_COUNT];
extern int gLanguageFilter;
extern MessageList gCombatAiMessageList;
extern char _target_str[260];
extern int _curr_crit_num;
extern Object** _curr_crit_list;
extern char _attack_str[268];
void _parse_hurt_str(char* str, int* out_value);
int _cai_match_str_to_list(const char* str, const char** list, int count, int* out_value);
void aiPacketInit(AiPacket* ai);
int aiInit();
void aiReset();
int aiExit();
int aiLoad(File* stream);
int aiSave(File* stream);
int aiPacketRead(File* stream, AiPacket* ai);
int aiPacketWrite(File* stream, AiPacket* ai);
AiPacket* aiGetPacket(Object* obj);
AiPacket* aiGetPacketByNum(int aiPacketNum);
int aiGetAreaAttackMode(Object* obj);
int aiGetRunAwayMode(Object* obj);
int aiGetBestWeapon(Object* obj);
int aiGetDistance(Object* obj);
int aiGetAttackWho(Object* obj);
int aiGetChemUse(Object* obj);
int aiSetAreaAttackMode(Object* critter, int areaAttackMode);
int aiSetRunAwayMode(Object* obj, int run_away_mode);
int aiSetBestWeapon(Object* critter, int bestWeapon);
int aiSetDistance(Object* critter, int distance);
int aiSetAttackWho(Object* critter, int attackWho);
int aiSetChemUse(Object* critter, int chemUse);
int aiGetDisposition(Object* obj);
int aiSetDisposition(Object* obj, int a2);
int _ai_magic_hands(Object* a1, Object* a2, int num);
int _ai_check_drugs(Object* critter);
void _ai_run_away(Object* a1, Object* a2);
int _ai_move_away(Object* a1, Object* a2, int a3);
bool _ai_find_friend(Object* a1, int a2, int a3);
int _compare_nearer(const void* a1, const void* a2);
int _compare_strength(const void* p1, const void* p2);
int _compare_weakness(const void* p1, const void* p2);
Object* _ai_find_nearest_team(Object* a1, Object* a2, int a3);
Object* _ai_find_nearest_team_in_combat(Object* a1, Object* a2, int a3);
int _ai_find_attackers(Object* a1, Object** a2, Object** a3, Object** a4);
Object* _ai_danger_source(Object* a1);
int _caiSetupTeamCombat(Object* a1, Object* a2);
int _caiTeamCombatInit(Object** a1, int a2);
void _caiTeamCombatExit();
int _ai_have_ammo(Object* critter_obj, Object* weapon_obj, Object** out_ammo_obj);
bool _caiHasWeapPrefType(AiPacket* ai, int attackType);
Object* _ai_best_weapon(Object* a1, Object* a2, Object* a3, Object* a4);
bool _ai_can_use_weapon(Object* critter, Object* weapon, int hitMode);
Object* _ai_search_inven_weap(Object* critter, int a2, Object* a3);
Object* _ai_search_inven_armor(Object* critter);
bool aiCanUseItem(Object* obj, Object* a2);
Object* _ai_search_environ(Object* critter, int itemType);
Object* _ai_retrieve_object(Object* a1, Object* a2);
int _ai_pick_hit_mode(Object* a1, Object* a2, Object* a3);
int _ai_move_steps_closer(Object* a1, Object* a2, int actionPoints, int a4);
int _cai_retargetTileFromFriendlyFire(Object* a1, Object* a2, int* a3);
int _cai_retargetTileFromFriendlyFireSubFunc(STRUCT_832* a1, int a2);
bool _cai_attackWouldIntersect(Object* a1, Object* a2, Object* a3, int tile, int* distance);
int _ai_switch_weapons(Object* a1, int* hitMode, Object** weapon, Object* a4);
int _ai_called_shot(Object* a1, Object* a2, int a3);
int _ai_attack(Object* a1, Object* a2, int a3);
int _ai_try_attack(Object* a1, Object* a2);
int _cAIPrepWeaponItem(Object* critter, Object* item);
void _cai_attempt_w_reload(Object* critter_obj, int a2);
void _combat_ai_begin(int a1, void* a2);
void _combat_ai_over();
int _cai_perform_distance_prefs(Object* a1, Object* a2);
int _cai_get_min_hp(AiPacket* ai);
void _combat_ai(Object* a1, Object* a2);
bool _combatai_want_to_join(Object* a1);
bool _combatai_want_to_stop(Object* a1);
int critterSetTeam(Object* obj, int team);
int critterSetAiPacket(Object* object, int aiPacket);
int _combatai_msg(Object* a1, Attack* attack, int a3, int a4);
int _ai_print_msg(Object* critter, int type);
Object* _combat_ai_random_target(Attack* attack);
int _combatai_rating(Object* obj);
int _combatai_check_retaliation(Object* a1, Object* a2);
bool objectCanHearObject(Object* a1, Object* a2);
int aiMessageListInit();
int aiMessageListFree();
void aiMessageListReloadIfNeeded();
void _combatai_notify_onlookers(Object* a1);
void _combatai_notify_friends(Object* a1);
void _combatai_delete_critter(Object* obj);
#endif /* COMBAT_AI_H */