1 | #pragma once
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2 | #ifndef ONI_CHARACTER_H
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3 | #define ONI_CHARACTER_H
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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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15 | int Type; //'CHAR' etc.
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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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25 | uint32_t Options; //A bitset. Someone had better define these
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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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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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91 | int16_t ONICALL ONrGameState_NewCharacter(CharacterObject* CHAR, void* AISA, void* flag, int* list_location);
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92 |
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93 | #endif
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