104 lines
3.9 KiB
C
104 lines
3.9 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2013 Warzone 2100 Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 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. See the
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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 Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/** @file
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* Function prototypes for setting the action of a droid
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*/
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#ifndef __INCLUDED_SRC_ACTION_H__
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#define __INCLUDED_SRC_ACTION_H__
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#include "actiondef.h"
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#include "droiddef.h"
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/**
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* @file action.h
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* Droid actions.
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* @defgroup Actions Droid action subsystem
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* @{
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*/
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const char* getDroidActionName(DROID_ACTION action);
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/** After failing a route ... this is the amount of time that the droid goes all defensive until it can start going aggressive. */
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#define MIN_SULK_TIME (1500) // 1.5 sec
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#define MAX_SULK_TIME (4000) // 4 secs
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/** This is how long a droid is disabled for when its been attacked by an EMP weapon. */
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#define EMP_DISABLE_TIME (10000) // 10 secs
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/** How far away the repair droid can be from the damaged droid to function. */
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#define REPAIR_RANGE (TILE_UNITS * TILE_UNITS * 4)
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/**
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* Update the action state for a droid.
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*
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* @todo FIXME: Bad design, "updating" the action state is too fuzzy a goal for
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* a function. As a result this beast is <em>way</em> too large.
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* The scope of this function should be significantly limited, or
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* implemented only as a series of subroutine calls with almost no
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* data manipulation in this function itself. In either case, this
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* function requires a major refactoring...
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*/
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void actionUpdateDroid(DROID *psDroid);
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/** Do sanity update only. Called from actionUpdateDroid() normally. */
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void actionSanity(DROID *psDroid);
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/** Give a droid an action. */
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void actionDroid(DROID *psDroid, DROID_ACTION action);
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/** Give a droid an action with a location target. */
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void actionDroid(DROID *psDroid, DROID_ACTION action, UDWORD x, UDWORD y);
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/** Give a droid an action with an object target. */
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void actionDroid(DROID *psDroid, DROID_ACTION action, BASE_OBJECT *psObj);
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/** Give a droid an action with an object target and a location. */
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void actionDroid(DROID *psDroid, DROID_ACTION action,
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BASE_OBJECT *psObj, UDWORD x, UDWORD y);
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/** Rotate turret toward target return True if locked on (Droid and Structure). */
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bool actionTargetTurret(BASE_OBJECT *psAttacker, BASE_OBJECT *psTarget, WEAPON *psWeapon);
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/** Realign turret. */
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void actionAlignTurret(BASE_OBJECT *psObj, int weapon_slot);
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/** Check if a target is within weapon range. */
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bool actionInRange(DROID *psDroid, BASE_OBJECT *psObj, int weapon_slot);
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/** Return whether a droid can see a target to fire on it. */
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bool actionVisibleTarget(DROID *psDroid, BASE_OBJECT *psTarget, int weapon_slot);
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/** Check whether a droid is in the neighboring tile to a build position. */
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bool actionReachedBuildPos(DROID const *psDroid, int x, int y, uint16_t direction, BASE_STATS const *psStats);
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/** Send the vtol droid back to the nearest rearming pad - if there is one, otherwise return to base. */
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void moveToRearm(DROID *psDroid);
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/** Choose a landing position for a VTOL when it goes to rearm. */
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bool actionVTOLLandingPos(DROID const *psDroid, Vector2i *p);
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/** How many frames to skip before looking for a better target. */
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#define TARGET_UPD_SKIP_FRAMES 1000
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/** @} */
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#endif // __INCLUDED_SRC_ACTION_H__
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