source: Daodan/MSVC/Oni_Character.h@ 916

Last change on this file since 916 was 573, checked in by gumby, 14 years ago
File size: 4.1 KB
RevLine 
[567]1#pragma once
2#ifndef ONI_CHARACTER_H
3#define ONI_CHARACTER_H
4
5#include "Oni.h"
6//#include <stdint.h>
7#include "bool.h"
8
9enum {
10 team_konoko,
11 team_tctf,
12 team_syndicate,
13 team_neutral,
14 team_securityguard,
15 team_rougekonoko,
16 team_switzerland,
17 team_syndicateaccessory,
18};
19/*
20int16_t ONICALL ONrGameState_NewCharacter(CharacterObject* CHAR, void* AISA, void* flag, uint32_t* list_location);
21int32_t* ONICALL ONrGetActiveCharacter(void* CharacterPtr);
22//int16_t ONICALL ONrGameState_GetPlayerCharacter();
23*/
24//probably need to name these better.
25/*
26#define char_unkillable (1 << 5)
27#define char_superammo (1 << 6)
28#define char_unstoppable (1 << 8)
29#define char_deathlock (1 << 10)
30#define char_dontaim (1 << 13)
31#define char_nocollision (1 << 17)
32#define char_noshadow (1 << 24)
33#define char_invincible (1 << 25)
34#define char_bossshield (1 << 30)
35#define char_weaponimmune (1 << 31)
36*/
37
38//We need a Oni_Structs #include file.
39
[573]40typedef enum {
41 ONcCharacterFlag_Dead_1_Animating = 0x00000001, // health is 0
42 ONcCharacterFlag_Dead = ONcCharacterFlag_Dead_1_Animating,
43 ONcCharacterFlag_Dead_2_Moving = 0x00000002, // no longer animating
44 ONcCharacterFlag_Dead_3_Cosmetic = 0x00000004, // no longer moving
45 ONcCharacterFlag_Dead_4_Gone = 0x00000008, // dead except but still drawn
[567]46
[573]47 ONcCharacterFlag_HastyAnim = 0x00000010, // do this queued animation ASAP
48 ONcCharacterFlag_Unkillable = 0x00000020, // the character cannot be killed, only defeated
49 ONcCharacterFlag_InfiniteAmmo = 0x00000040, // the character always has infinite ammo
50 ONcCharacterFlag_PleaseBlock = 0x00000080, // set if the character should block, cleared once block begins
51
52 ONcCharacterFlag_Unstoppable = 0x00000100, // this character cannot be knocked down, staggered, stunned, etc
53 ONcCharacterFlag_ScriptControl = 0x00000200, // set if the character is completely under script control
54 ONcCharacterFlag_DeathLock = 0x00000400, // this character should never die all the way
55 ONcCharacterFlag_WasUpdated = 0x00000800, // this character's animation was changed
56
57 ONcCharacterFlag_BeingThrown = 0x00001000, // this character is being thrown
58 ONcCharacterFlag_DontUseGunVarient = 0x00002000, // this character should not use a weapon varient
59 ONcCharacterFlag_Draw = 0x00004000, // DoFrame has been executed for this character
60 ONcCharacterFlag_InUse = 0x00008000, // this character is active and in use
[567]61
[573]62 ONcCharacterFlag_DontUseFightVarient = 0x00010000,
63 ONcCharacterFlag_NoCollision = 0x00020000, // no collision for this character
64 ONcCharacterFlag_Teleporting = 0x00040000, // this character is teleporting and does not accept collision
65 ONcCharacterFlag_NoCorpse = 0x00080000, // no corpse for this character
66
67 ONcCharacterFlag_ActiveLock = 0x00100000, // the character is locked active
68 ONcCharacterFlag_ChrAnimate = 0x00200000, // the character is currently runing a chr_animate command
69 ONcCharacterFlag_AIMovement = 0x00400000, // the character is using AI movement
70 ONcCharacterFlag_NeutralUninterruptable = 0x00800000, // running an uninterruptable neutral interaction
71
72 ONcCharacterFlag_NoShadow = 0x01000000, //
73 ONcCharacterFlag_Invincible = 0x02000000, // character is invincible
74 ONcCharacterFlag_NoAutoDrop = 0x04000000, // character should not automatically drop items when killed (invisibility, shield, LSI)
75 ONcCharacterFlag_RestrictedMovement = 0x08000000, // character cannot move fast (used for player holding barabbas' gun)
76
77 ONcCharacterFlag_Boss = 0x10000000, // character is a boss (used for final muro group fight)
78 ONcCharacterFlag_FinalFlash = 0x20000000, // 'final flash' has been played for this character's death
79 ONcCharacterFlag_BossShield = 0x40000000, // this character has the boss shield
80 ONcCharacterFlag_WeaponImmune = 0x80000000 // this character is immune to weapon damage
81
82} ONtCharacterFlags;
83
84typedef enum {
85 ONcCharacterFlag2_WeaponEmpty = 0x00000001, // character's weapon is empty, punch instead
86 ONcCharacterFlag2_UltraMode = 0x00000002
87
88} ONtCharacterFlags2;
89
[567]90#endif
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