warzone2100/src/action.h

104 lines
3.9 KiB
C

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