[427] | 1 | #pragma once
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[428] | 2 | #ifndef ONI_CHARACTER_H
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| 3 | #define ONI_CHARACTER_H
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[427] | 4 |
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| 5 | #include "Daodan.h"
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| 6 | #include <stdint.h>
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| 7 |
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| 8 | typedef struct {
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| 9 | float X;
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| 10 | float Y;
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| 11 | float Z;
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| 12 | } Vector3; //probably move to utilities...
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| 13 |
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| 14 | typedef struct {
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[432] | 15 | int Type; //'CHAR' etc.
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[427] | 16 | int ObjectId; //not needed
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| 17 | int Flags; //The flags of the object...not used for CHAR
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| 18 | Vector3 Position; //Position of Object
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| 19 | Vector3 Rotation; //Rotation of Object
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| 20 | int EditorCallbacks; //Lets try not to mess with it for now. :P
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| 21 | int field_28; //unknown
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| 22 | } OSD_Header;
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| 23 |
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| 24 | typedef struct {
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[428] | 25 | uint32_t Options; //A bitset. Someone had better define these
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[427] | 26 | char Class[64]; //Name of the ONCC we use. ONCCName in idb
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| 27 | char Name[32]; //Name of the character. ie: ai2_spawn Muro
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| 28 | char Weapon[64]; //Name of the weapon he holds. ONWCName in idb
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| 29 | char ScriptSpawn[32]; //Script function called when char spawns
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| 30 | char ScriptDie[32]; //Script function called when char dies
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| 31 | char ScriptAware[32]; //Script function called when char detects something
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| 32 | char ScriptAlarm[32]; //Script function called when char is alarmed at something
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| 33 | char ScriptHurt[32]; //Script function called when char is hurt for the first time
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| 34 | char ScriptDefeat[32]; //Script function called when char is at 1 HP
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| 35 | char ScriptNoPath[32]; //Script function called when char loses path. Broken.
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| 36 | char ScriptNoAmmo[32]; //Script function called when char is out of ammo for the first time. Char must have ammo at spawn.
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| 37 | int32_t AdditionalHealth; //Additional Health given to the character
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| 38 | int16_t AmmoUsed; //Ammo given for the char to use
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| 39 | int16_t AmmoDropped; //Ammo the char drops
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| 40 | int16_t CellsUsed; //Cells given for the char to use
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| 41 | int16_t CellsDropped; //Cells the char drops
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| 42 | int16_t HypoUsed; //Hypo given for the char to use
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| 43 | int16_t HypoDropped; //Hypo the char drops
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| 44 | int16_t ShieldUsed; //Bullet shield given for the char to use
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| 45 | int16_t ShieldDropped; //Bullet shield the char drops
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| 46 | int16_t CloakUsed; //Phase Cloak given for the char to use
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| 47 | int16_t CloakDropped; //Phase Cloak the char drops
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| 48 | int16_t NCIUsed; //Don't use this...
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| 49 | int16_t NCIDropped; //Don't use this...
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| 50 | int32_t TeamID; //Team ID
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| 51 | int32_t AmmoPercent; //Percent of weapon ammo full
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| 52 | int32_t JobID; //Job ID...
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| 53 | //0 - none
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| 54 | //1 - idle
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| 55 | //2 - guard (never used in Oni)
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| 56 | //3 - patrol
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| 57 | //4 - teambattle (never used in Oni)
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| 58 | int16_t PatrolID; //patrol path ID (reference to the Patrol_Path.BINA file)
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| 59 | int16_t CombatID; //combat ID (reference to the Combat.BINA file)
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| 60 | int16_t MeleeID; //melee ID (reference to the Melee Profile.BINA file)
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| 61 | int16_t NeutralID; //neutral ID (reference to the Neutral.BINA file)
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| 62 | int32_t AlarmGroups; //Bitset. http://wiki.oni2.net/CHAR
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| 63 | int32_t InitialAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
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| 64 | int32_t MinimalAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
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| 65 | int32_t StartJobAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
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| 66 | int32_t InvestigatingAlertLevel;//0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
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| 67 | int32_t PursuitStrongLow;
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| 68 | int32_t PursuitWeakLow;
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| 69 | int32_t PursuitStrongHigh;
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| 70 | int32_t PursuitWeakHigh;
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| 71 | int32_t Pursuit5;
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| 72 | int32_t field_1FC;
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| 73 | } CharacterOSD;
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| 74 |
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| 75 | typedef struct {
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| 76 | OSD_Header Header;
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| 77 | CharacterOSD OSD;
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| 78 | } CharacterObject;
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[428] | 79 |
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| 80 | enum {
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| 81 | team_konoko,
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| 82 | team_tctf,
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| 83 | team_syndicate,
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| 84 | team_neutral,
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| 85 | team_securityguard,
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| 86 | team_rougekonoko,
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| 87 | team_switzerland,
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| 88 | team_syndicateaccessory,
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| 89 | };
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| 90 |
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[434] | 91 |
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| 92 | int chr_isplayer = 0x00000001; //is player character
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| 93 | int chr_randomskin = 0x00000002; //gets random skin from ONCV
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| 94 | int chr_notprespawned = 0x00000004; //isn't spawned at level creation
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| 95 | int chr_noncombatant = 0x00000008; //doesn't fight
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| 96 | int chr_multispawnable = 0x00000010; //can spawn up to 5 without forcing
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| 97 | int chr_unknown = 0x00000020; //
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| 98 | int chr_unkillable = 0x00000040; //can only be brought to 1 hp
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| 99 | int chr_superammo = 0x00000080; //infinite ammo
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| 100 | int chr_omniscient = 0x00000100; //touchofdeath
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| 101 | int chr_haslsi = 0x00000200; //drops an lsi
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| 102 | int chr_boss = 0x00000400; //is a boss character
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| 103 | int chr_upgradedifficulty = 0x00000800; //upgrade the difficulty if you play on med\hard
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| 104 | int chr_noautodrop = 0x00001000; //uses drop fields instead of has fields on death
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| 105 |
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[432] | 106 | int16_t ONICALL ONrGameState_NewCharacter(CharacterObject* CHAR, void* AISA, void* flag, int* list_location);
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[428] | 107 |
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| 108 | #endif
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