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 "Oni.h"
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6 | #include <stdint.h>
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7 | #include <stdbool.h>
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8 |
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9 | typedef struct {
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10 | float X;
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11 | float Y;
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12 | float Z;
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13 | } Vector3; //probably move to utilities...
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14 |
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15 | typedef struct {
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16 | float X;
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17 | float Y;
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18 | float Z;
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19 | float W;
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20 | } Quaternion;
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21 |
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22 | typedef struct {
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23 | float RotationScale[9];
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24 | Vector3 Translation;
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25 | } Matrix4x3;
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26 |
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27 | typedef struct {
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28 | Vector3 Center;
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29 | float Radius;
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30 | } Sphere;
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31 |
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32 | typedef struct {
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33 | Sphere Sphere_; //fix this name
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34 | int Child1;
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35 | int Child2;
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36 | } SphereTreeNode;
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37 |
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38 | typedef struct {
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39 | Vector3 Min;
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40 | Vector3 Max;
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41 | } BoundingBox;
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42 |
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43 |
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44 | enum { //action flags
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45 | Action_Escape = 1,
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46 | Action_Console = 2,
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47 | Action_PauseScreen = 4,
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48 | Action_Cutscene_1 = 8,
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49 | Action_Cutscene_2 = 0x10,
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50 | Action_F4 = 0x20,
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51 | Action_F5 = 0x40,
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52 | Action_F6 = 0x80,
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53 | Action_F7 = 0x100,
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54 | Action_F8 = 0x200,
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55 | Action_StartRecord = 0x400,
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56 | Action_StopRecord = 0x800,
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57 | Action_PlayRecord = 0x1000,
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58 | Action_F12 = 0x2000,
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59 | Action_Unknown1 = 0x4000,
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60 | Action_LookMode = 0x8000,
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61 | Action_Screenshot = 0x10000,
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62 | Action_Unknown2 = 0x20000,
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63 | Action_Unknown3 = 0x40000,
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64 | Action_Unknown4 = 0x80000,
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65 | Action_Unknown5 = 0x100000,
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66 | Action_Forward = 0x200000,
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67 | Action_Backward = 0x400000,
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68 | Action_TurnLeft = 0x800000,
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69 | Action_TurnRight = 0x1000000,
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70 | Action_StepLeft = 0x2000000,
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71 | Action_StepRight = 0x4000000,
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72 | Action_Jump = 0x8000000,
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73 | Action_Crouch = 0x10000000,
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74 | Action_Punch = 0x20000000,
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75 | Action_Kick = 0x40000000,
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76 | Action_Block = 0x80000000,
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77 | //used in second action field
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78 | Action2_Walk = 1,
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79 | Action2_Action = 2,
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80 | Action2_Hypo = 4,
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81 | Action2_Reload = 8,
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82 | Action2_Swap = 0x10,
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83 | Action2_Drop = 0x20,
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84 | Action2_Fire1 = 0x40,
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85 | Action2_Fire2 = 0x80,
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86 | Action2_Fire3 = 0x100,
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87 | };
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88 |
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89 |
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90 | typedef struct {
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91 | int32_t Actions1;
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92 | int32_t Actions2;
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93 | } InputAction;
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94 |
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95 |
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96 | typedef struct {
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97 | float MouseDeltaX;
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98 | float MouseDeltaY;
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99 | float field_8;
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100 | float field_C;
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101 | InputAction Current;
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102 | InputAction Stopped;
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103 | InputAction Start;
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104 | InputAction Stop;
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105 | } GameInput;
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106 |
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107 | typedef struct {
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108 | int Type; //'CHAR' etc.
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109 | int ObjectId; //not needed
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110 | int Flags; //The flags of the object...not used for CHAR
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111 | Vector3 Position; //Position of Object
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112 | Vector3 Rotation; //Rotation of Object
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113 | int EditorCallbacks; //Lets try not to mess with it for now. :P
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114 | int field_28; //unknown
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115 | } OSD_Header;
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116 |
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117 | typedef struct {
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118 | int32_t Flags;
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119 | int32_t Frame;
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120 | int32_t field_8;
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121 | int32_t field_C;
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122 | int32_t field_10;
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123 | int32_t field_14;
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124 | int32_t field_18;
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125 | int32_t field_1C;
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126 | int32_t FILMInstance;
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127 | } PlayingFilm;
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128 |
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129 | typedef enum {
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130 | chr_isplayer = 1 << 0,
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131 | chr_randomskin = 1 << 1,
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132 | chr_notprespawned = 1 << 2,
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133 | chr_noncombatant = 1 << 3,
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134 | chr_multispawnable = 1 << 4,
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135 | chr_unkillable = 1 << 5,
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136 | chr_superammo = 1 << 6,
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137 | chr_omniscient = 1 << 8,
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138 | chr_haslsi = 1 << 9,
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139 | chr_boss = 1 << 10,
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140 | chr_upgradedifficulty = 1 << 11,
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141 | chr_noautodrop = 1 << 12,
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142 | chr_dontaim = 1 << 13,
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143 | chr_nocollision = 1 << 17,
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144 | chr_noshadow = 1 << 24,
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145 | chr_invincible = 1 << 25,
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146 | chr_bossshield = 1 << 30,
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147 | chr_weaponimmune = 1 << 31,
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148 | } chr_flags;
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149 | /*
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150 | enum {
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151 | chr_isplayer = 0x00000001, //is player character
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152 | chr_randomskin = 0x00000002, //gets random skin from ONCV
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153 | chr_notprespawned = 0x00000004, //isn't spawned at level creation
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154 | chr_noncombatant = 0x00000008, //doesn't fight
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155 | chr_multispawnable = 0x00000010, //can spawn up to 5 without forcing
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156 | chr_unknown = 0x00000020, //
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157 | chr_unkillable = 0x00000040, //can only be brought to 1 hp
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158 | chr_superammo = 0x00000080, //infinite ammo
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159 | chr_omniscient = 0x00000100, //touchofdeath
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160 | chr_haslsi = 0x00000200, //drops an lsi
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161 | chr_boss = 0x00000400, //is a boss character
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162 | chr_upgradedifficulty = 0x00000800, //upgrade the difficulty if you play on med\hard
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163 | chr_noautodrop = 0x00001000, //uses drop fields instead of has fields on death
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164 | }; //
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165 | */
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166 |
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167 | typedef struct {
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168 | uint32_t Options; //A bitset. Someone had better define these
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169 | char Class[64]; //Name of the ONCC we use. ONCCName in idb
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170 | char Name[32]; //Name of the character. ie: ai2_spawn Muro
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171 | char Weapon[64]; //Name of the weapon he holds. ONWCName in idb
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172 | char ScriptSpawn[32]; //Script function called when char spawns
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173 | char ScriptDie[32]; //Script function called when char dies
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174 | char ScriptAware[32]; //Script function called when char detects something
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175 | char ScriptAlarm[32]; //Script function called when char is alarmed at something
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176 | char ScriptHurt[32]; //Script function called when char is hurt for the first time
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177 | char ScriptDefeat[32]; //Script function called when char is at 1 HP
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178 | char ScriptNoPath[32]; //Script function called when char loses path. Broken.
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179 | 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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180 | int32_t AdditionalHealth; //Additional Health given to the character
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181 | int16_t AmmoUsed; //Ammo given for the char to use
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182 | int16_t AmmoDropped; //Ammo the char drops
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183 | int16_t CellsUsed; //Cells given for the char to use
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184 | int16_t CellsDropped; //Cells the char drops
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185 | int16_t HypoUsed; //Hypo given for the char to use
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186 | int16_t HypoDropped; //Hypo the char drops
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187 | int16_t ShieldUsed; //Bullet shield given for the char to use
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188 | int16_t ShieldDropped; //Bullet shield the char drops
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189 | int16_t CloakUsed; //Phase Cloak given for the char to use
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190 | int16_t CloakDropped; //Phase Cloak the char drops
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191 | int16_t NCIUsed; //Don't use this...
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192 | int16_t NCIDropped; //Don't use this...
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193 | int32_t TeamID; //Team ID
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194 | int32_t AmmoPercent; //Percent of weapon ammo full
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195 | int32_t JobID; //Job ID...
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196 | //0 - none
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197 | //1 - idle
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198 | //2 - guard (never used in Oni)
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199 | //3 - patrol
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200 | //4 - teambattle (never used in Oni)
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201 | int16_t PatrolID; //patrol path ID (reference to the Patrol_Path.BINA file)
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202 | int16_t CombatID; //combat ID (reference to the Combat.BINA file)
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203 | int16_t MeleeID; //melee ID (reference to the Melee Profile.BINA file)
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204 | int16_t NeutralID; //neutral ID (reference to the Neutral.BINA file)
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205 | int32_t AlarmGroups; //Bitset. http://wiki.oni2.net/CHAR
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206 | int32_t InitialAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
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207 | int32_t MinimalAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
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208 | int32_t StartJobAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
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209 | int32_t InvestigatingAlertLevel;//0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
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210 | int32_t PursuitStrongLow;
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211 | int32_t PursuitWeakLow;
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212 | int32_t PursuitStrongHigh;
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213 | int32_t PursuitWeakHigh;
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214 | int32_t Pursuit5;
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215 | int32_t field_1FC;
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216 | } CharacterOSD;
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217 |
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218 | typedef struct {
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219 | OSD_Header Header;
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220 | CharacterOSD OSD;
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221 | } CharacterObject;
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222 |
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223 | typedef struct {
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224 | Vector3 Center;
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225 | float Radius;
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226 | } BoundingSphere;
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227 |
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228 | typedef struct {
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229 | int32_t ONCP; //probably pointer
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230 | int32_t field_4; //who knows?
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231 | int32_t Instance; //probably link to actual particle
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232 | int32_t Bone; //duh
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233 | } AttachedParticle;
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234 |
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235 | typedef struct { //Inventory
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236 | int32_t Weapons[3];
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237 | int16_t field_1A0; //10 bucks says this is the current weapon
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238 | int16_t AmmoUsed; //Ammo given for the char to use
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239 | int16_t HypoUsed; //Hypo given for the char to use
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240 | int16_t CellsUsed; //Cells given for the char to use
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241 | int16_t AmmoDropped; //Ammo the char drops
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242 | int16_t HypoDropped; //Hypo the char drops
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243 | int16_t CellsDropped; //Cells the char drops
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244 | int16_t field_1A; //who knows? InverseHypoRegenRate?
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245 | int16_t field_1C;
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246 | int16_t field_1E;
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247 | char hasLSI;
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248 | char field_1B5;
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249 | int16_t field_1B6;
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250 | int16_t ShieldUsed; //Bullet shield given for the char to use
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251 | int16_t CloakUsed; //Phase Cloak given for the char to use
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252 | int32_t field_28; //probably bullet shield dropped
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253 | int32_t DoorKeys; //Lol. We can use this later for other sorts of items.
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254 | } Inventory;
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255 |
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256 | typedef struct {
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257 | uint32_t SphereTree;
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258 | Vector3 ObBox[8];
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259 | Vector3 * ObBowPtr;
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260 | Vector3 Velocity;
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261 | Quaternion field_74;
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262 | Vector3 Position;
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263 | Quaternion Rotation;
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264 | float Scale;
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265 | Matrix4x3 Matrix;
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266 | Matrix4x3 InitMatrix;
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267 | float field_104;
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268 | float Gravity;
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269 | float field_10C;
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270 | float field_110;
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271 | float Friction_1;
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272 | float Friction_2;
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273 | Vector3 Force;
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274 | uint32_t Flags;
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275 | uint32_t Type;
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276 | char AnimState[0x18];
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277 | void* Callbacks;
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278 | void* Owner;
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279 | } PhyContext;
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280 |
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281 | typedef struct { //ActiveCharacter
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282 | int16_t Number;
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283 | int16_t field_2; //probably Number is an int32
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284 | PhyContext * PhyContext_;
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285 | SphereTreeNode SphereTree1; //probably SphereTree[7]...
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286 | SphereTreeNode SphereTree3[4];
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287 | SphereTreeNode SphereTree2[2];
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288 | int16_t field_B0;
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289 | int16_t field_B2;
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290 | int16_t field_B4;
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291 | int16_t field_B6;
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292 | Vector3 field_B8;
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293 | Vector3 AccelerateWith;
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294 | int32_t field_D0;
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295 | Vector3 field_D4;
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296 | int32_t field_E0;
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297 | int32_t field_E4;
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298 | int32_t field_E8;
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299 | int32_t field_EC;
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300 | float SomePhyPosY;
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301 | int16_t field_F4;
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302 | int16_t IsInAirTimer;
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303 | Vector3 FallingVelocity;
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304 | Vector3 JumpVelocity;
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305 | char StartJumpPending;
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306 | char field_111;
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307 | int16_t field_112;
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308 | Vector3 field_114;
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309 | int32_t LastDamageSourceCharacter;
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310 | int32_t field_11C;
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311 | int32_t field_120;
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312 | int32_t field_124;
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313 | int32_t field_128;
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314 | int32_t field_12C;
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315 | BoundingSphere BoundingSphere_; //fix this name
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316 | Vector3 field_140;
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317 | Vector3 field_14C;
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318 | int32_t field_158;
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319 | int32_t field_15C;
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320 | Vector3 Location;
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321 | int32_t field_16C[6]; //16C-184 ???
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322 | int32_t AkiraNode;
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323 | int32_t GraphNode;
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324 | int32_t PelvisHeight;
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325 | int32_t MovementStatePtr;
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326 | int32_t ActiveWeapon; //NOTE: FIGURE OUT THIS MESS OF INVENTORY...
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327 | int32_t field_198; //maybe weap 3, maybe not...
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328 | int32_t InventoryWeapon;
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329 | int16_t field_1A0; //unused?
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330 | int16_t AmmoUsable; //Ammo given for the char to use
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331 | int16_t HypoUsable; //Hypo given for the char to use
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332 | int16_t CellsUsable; //Cells given for the char to use
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333 | int16_t AmmoDropped; //Ammo the char drops
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334 | int16_t HypoDropped; //Hypo the char drops
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335 | int16_t CellsDropped; //Cells the char drops
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336 | int16_t field_1AE;
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337 | int16_t InverseHypoRegenRate;
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338 | int16_t ShieldDropped;
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339 | int16_t CloakDropped;
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340 | int16_t field_1B4;
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341 | int16_t field_1B6;
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342 | int16_t ShieldUsable;
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343 | int16_t CloakUsable;
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344 | int16_t field_1BC[9]; //1BC-1E0
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345 | int32_t NotIdleStartTime;
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346 | int32_t TimeToIdle;
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347 | int32_t field_1E8[1315]; //1E8-1648 what the hell is all this?
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348 | BoundingBox BoundingBox_; //fix this name
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349 | int32_t field_1660;
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350 | int32_t field_1664;
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351 | int32_t ShieldPower; //Same as Boss Shield Power???
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352 | int32_t field_166C;
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353 | int32_t NumberOfKills; //^_^
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354 | int32_t InflictedDamage; //^_^
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355 | int32_t field_1678[260]; //1678-1A88 more wtf
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356 | int32_t field_1A88; //here starts animation junk? It was 4 bools in idb O_o
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357 | int32_t Executor_AimingDirection; //possibly throw junk?
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358 | int32_t field_1A98;
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359 | int32_t field_1A9C;
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360 | int32_t Executor_ActualMovementMode;
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361 | int32_t field_1AA4;
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362 | int32_t field_1AA8;
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363 | int32_t field_1AAC;
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364 | int32_t Executor_HasFacingOverride; //a bool...
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365 | float Executor_AimingSpeed;
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366 | onibool field_1AB8; //actually a bitset...
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367 | onibool Executor_HasMoveOverride;
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368 | int16_t field_1ABA;
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369 | int32_t field_1ABC;
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370 | int32_t field_1AC0;
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371 | int32_t field_1AC4;
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372 | int32_t Executor_FacingOverride;
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373 | int32_t Executor_HasAttackOverride; //another bool :P
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374 | int32_t field_1AD0;
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375 | int32_t field_1AD4;
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376 | int32_t field_1AD8;
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377 | int32_t field_1ADC;
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378 | int32_t field_1AE0;
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379 | int32_t field_1AE4;
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380 | int32_t Executor_HasThrowOverride; //another another bool
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381 | int32_t field_1AEC;
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382 | int32_t field_1AF0;
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383 | int32_t field_1AF4;
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384 | int32_t Animation;
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385 | int16_t AnimationToState;
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386 | int16_t AnimationFromState;
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387 | int16_t AnimationType;
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388 | int16_t NextAnimationType;
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389 | int16_t field_1B04;
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390 | int16_t field_1B06;
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391 | int32_t Stitch; //bool
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392 | float StitchHeight;
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393 | int16_t InterpolationFromState;
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394 | int16_t field_1B12;
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395 | Vector3 StitchVelocity;
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396 | int16_t InterpolationCurrentFrame;
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397 | int16_t InterpolationLength;
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398 | Quaternion InterpolationStartRotations[19];
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399 | int32_t field_1C54;
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400 | int32_t field_1C58;
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401 | int32_t field_1C5C;
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402 | int32_t field_1C60;
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403 | int32_t Overlay;
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404 | int32_t field_1C68;
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405 | int32_t field_1C6C;
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406 | int32_t field_1C70;
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407 | int32_t field_1C74;
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408 | int32_t field_1C78;
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409 | int32_t field_1C7C;
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410 | int32_t field_1C80;
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411 | int32_t field_1C84;
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412 | int16_t Frame;
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413 | int16_t SoftPause;
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414 | int16_t HardPause;
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415 | int16_t field1C8E;
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416 | int32_t field1C90;
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417 | int16_t field1C94;
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418 | int16_t field1C96;
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419 | int16_t Dizzy;
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420 | int16_t field1C9A;
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421 | int32_t field1C9C;
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422 | int16_t AnimationVarient;
|
---|
423 | int16_t TimeToPeace;
|
---|
424 | int16_t NumAnimationAttachedParticles;
|
---|
425 | int16_t field_1CA6; //spacing
|
---|
426 | AttachedParticle AnimationAttachedParticles[16];
|
---|
427 | int32_t TRAMParticles;
|
---|
428 | onibool FixedParticlesAttached;
|
---|
429 | onibool FixedParticlesStarted;
|
---|
430 | int16_t NumFixedParticles;
|
---|
431 | AttachedParticle FixedParticles[16];
|
---|
432 | int16_t CurrentAnimationType;
|
---|
433 | int16_t field_1EB2; //spacing
|
---|
434 | int32_t field_1EB4;
|
---|
435 | int32_t field_1EB8;
|
---|
436 | int32_t field_1EBC;
|
---|
437 | int32_t field_1EC0;
|
---|
438 | int32_t field_1EC4;
|
---|
439 | int32_t field_1EC8;
|
---|
440 | int32_t field_1ED0;
|
---|
441 | int32_t field_1ED4;
|
---|
442 | int32_t field_1ED8;
|
---|
443 | int32_t field_1EE0;
|
---|
444 | int32_t field_1EE4;
|
---|
445 | int32_t field_1EE8;
|
---|
446 | Quaternion Rotations[19];
|
---|
447 | Quaternion OverlayRotations[19];
|
---|
448 | int32_t field_2150;
|
---|
449 | int32_t field_2154;
|
---|
450 | GameInput Input;
|
---|
451 | InputAction PreviousActions;
|
---|
452 | int32_t SprintTimer;
|
---|
453 | int32_t field_2194;
|
---|
454 | Vector3 field_2198;
|
---|
455 | int32_t field_21A4;
|
---|
456 | int32_t field_21A8;
|
---|
457 | int32_t field_21AC;
|
---|
458 | Vector3 field_21B0;
|
---|
459 | float HeadFacing;
|
---|
460 | float HeadPitch;
|
---|
461 | int32_t field_21C4;
|
---|
462 | int32_t field_21C8;
|
---|
463 | int32_t field_21D0;
|
---|
464 | int32_t field_21D4;
|
---|
465 | onibool field_21D8;
|
---|
466 | onibool field_21D9;
|
---|
467 | onibool field_21DA;
|
---|
468 | onibool field_21DB;
|
---|
469 | onibool field_21DC;
|
---|
470 | onibool field_21DD;
|
---|
471 | onibool field_21DE;
|
---|
472 | onibool field_21DF;
|
---|
473 | onibool field_21E0;
|
---|
474 | onibool HasAlternateTrigger;
|
---|
475 | onibool field_21E2;
|
---|
476 | onibool ReleaseTrigger;
|
---|
477 | onibool ReleaseAlternateTrigger;
|
---|
478 | onibool TurningLeft;
|
---|
479 | onibool TurningRight;
|
---|
480 | onibool field_21E7;
|
---|
481 | int32_t field_21E8;
|
---|
482 | int32_t field_21EC;
|
---|
483 | int32_t field_21F0;
|
---|
484 | PlayingFilm PlayingFilm_; //fix this name
|
---|
485 | int32_t field_2218[24]; //2218-2278
|
---|
486 | Matrix4x3 BoneMatrices[19];
|
---|
487 | Matrix4x3 WeaponMatrix;
|
---|
488 | int32_t field_2638[113]; //2638-27FC
|
---|
489 | int16_t ShadowIndex;
|
---|
490 | int16_t field_27FE;
|
---|
491 | int16_t field_2780;
|
---|
492 | onibool ShieldParts[19];
|
---|
493 | onibool field_2815; //padding...
|
---|
494 | onibool field_2816;
|
---|
495 | onibool field_2817;
|
---|
496 | int32_t field_2818[8];
|
---|
497 | } ActiveCharacter;
|
---|
498 |
|
---|
499 | //This struct is good.
|
---|
500 | typedef struct { //Character
|
---|
501 | char Number;
|
---|
502 | char field_2;
|
---|
503 | int16_t ActiveCharacterIndex;
|
---|
504 | int32_t Flags;
|
---|
505 | int32_t field_8;
|
---|
506 | int32_t* ONCC; //change type to ONCC when we get that far...
|
---|
507 | int16_t field_10;
|
---|
508 | int16_t Team;
|
---|
509 | char Name[32];
|
---|
510 | float BodySize;
|
---|
511 | int32_t Health;
|
---|
512 | int32_t MaxHealth;
|
---|
513 | int32_t ASIA_ID; //might be 16 with 2 byte padding
|
---|
514 | int32_t field_44;
|
---|
515 | char ScriptSpawn[32]; //Script function called when char spawns
|
---|
516 | char ScriptDie[32]; //Script function called when char dies
|
---|
517 | char ScriptAware[32]; //Script function called when char detects something
|
---|
518 | char ScriptAlarm[32]; //Script function called when char is alarmed at something
|
---|
519 | char ScriptHurt[32]; //Script function called when char is hurt for the first time
|
---|
520 | char ScriptDefeat[32]; //Script function called when char is at 1 HP
|
---|
521 | char ScriptNoAmmo[32]; //Script function called when char is out of ammo for the first time. Char must have ammo at spawn.
|
---|
522 | char ScriptNoPath[32]; //Script function called when char loses path. Broken.
|
---|
523 | Vector3 Position;
|
---|
524 | Vector3 LastPosition;
|
---|
525 | Vector3 Location;
|
---|
526 | float Facing;
|
---|
527 | float DesiredFacing;
|
---|
528 | float CosmeticFacing;
|
---|
529 | float field_178;
|
---|
530 | float field_17C;
|
---|
531 | float field_180;
|
---|
532 | int32_t BNV;
|
---|
533 | int32_t GraphNode;
|
---|
534 | float PelvisHeight;
|
---|
535 | float field_190;
|
---|
536 | Inventory Inventory_; //is there a better way to do this?
|
---|
537 | Vector3 Velocity;
|
---|
538 | int32_t field_1D0;
|
---|
539 | int32_t Recoil;
|
---|
540 | int32_t field_1D8;
|
---|
541 | int32_t field_1DC;
|
---|
542 | int32_t LastNotIdleGameTime;
|
---|
543 | int32_t IdleDelay;
|
---|
544 | int32_t Type;
|
---|
545 | int32_t field_1EC;
|
---|
546 | int32_t CombatFlags;
|
---|
547 | int32_t JobId;
|
---|
548 | int32_t Goal;
|
---|
549 | int32_t field_1FC;
|
---|
550 | int32_t field_200;
|
---|
551 | int32_t field_204;
|
---|
552 | int32_t field_208[428]; //208-8B8
|
---|
553 | int32_t CombatState; //I think....
|
---|
554 | int32_t field_8BC;
|
---|
555 | int32_t PatrolPathOSD[10]; //actually another struct. Not needed atm.
|
---|
556 | int32_t PatrolPathPoints[5][64]; //64 of another struct
|
---|
557 | int32_t field_DE8[98]; //DE8-F70
|
---|
558 | int32_t CombatStatePtr;
|
---|
559 | int32_t KnowledgeState[4]; //Another struct
|
---|
560 | int32_t field_F84;
|
---|
561 | int32_t AlertDecayTimer;
|
---|
562 | int32_t field_F8C;
|
---|
563 | int32_t field_F90;
|
---|
564 | int32_t InitialAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
565 | int32_t MinimalAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
566 | int32_t StartJobAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
567 | int32_t InvestigatingAlertLevel;//0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
568 | int32_t StartleTime;
|
---|
569 | int32_t field_FA8;
|
---|
570 | int32_t field_FAC;
|
---|
571 | int32_t field_FB0;
|
---|
572 | int32_t PursuitStrongLow;
|
---|
573 | int32_t PursuitWeakLow;
|
---|
574 | int32_t PursuitStrongHigh;
|
---|
575 | int32_t PursuitWeakHigh;
|
---|
576 | int32_t Pursuit5;
|
---|
577 | int32_t field_FC8[4];
|
---|
578 | int32_t AlarmGroups; //a bitset
|
---|
579 | int32_t field_FDC[17]; //FDC-1020
|
---|
580 | int32_t DazeTimer;
|
---|
581 | int32_t field_1024[17]; //1024-1068
|
---|
582 | int32_t MeleePtr; //probably MELE. Looks somewhat important.
|
---|
583 | int32_t field_106C[270]; //106C-14A4 skipping lots of junk and a little pathfinding stuff that we might want later.
|
---|
584 | int32_t MovementMode;
|
---|
585 | int32_t field_14A8;
|
---|
586 | int32_t field_14AC;
|
---|
587 | int32_t MovementModifiers; //hopefully sprinting, pistol, rifle, etc.
|
---|
588 | int32_t field_14B4[101]; //14B4-1648 Glossing over a few other things we don't need having to do with AI direction.
|
---|
589 | BoundingBox BoundingBox_;
|
---|
590 | int32_t field_1660;
|
---|
591 | int32_t BossShieldPower; //a multiplier? or just a flag? who knows
|
---|
592 | int32_t field_1668[6];
|
---|
593 | int32_t CurrentConsoleActionMarker; //not sure.
|
---|
594 | int32_t field_1684[7];
|
---|
595 | } Character;
|
---|
596 |
|
---|
597 | enum {
|
---|
598 | team_konoko,
|
---|
599 | team_tctf,
|
---|
600 | team_syndicate,
|
---|
601 | team_neutral,
|
---|
602 | team_securityguard,
|
---|
603 | team_rougekonoko,
|
---|
604 | team_switzerland,
|
---|
605 | team_syndicateaccessory,
|
---|
606 | };
|
---|
607 | int16_t ONICALL ONrGameState_NewCharacter(CharacterObject* CHAR, void* AISA, void* flag, uint32_t* list_location);
|
---|
608 | int32_t* ONICALL ONrGetActiveCharacter(void* CharacterPtr);
|
---|
609 | //int16_t ONICALL ONrGameState_GetPlayerCharacter();
|
---|
610 |
|
---|
611 | //probably need to name these better.
|
---|
612 | #define char_unkillable (1 << 5)
|
---|
613 | #define char_superammo (1 << 6)
|
---|
614 | #define char_unstoppable (1 << 8)
|
---|
615 | #define char_deathlock (1 << 10)
|
---|
616 | #define char_dontaim (1 << 13)
|
---|
617 | #define char_nocollision (1 << 17)
|
---|
618 | #define char_noshadow (1 << 24)
|
---|
619 | #define char_invincible (1 << 25)
|
---|
620 | #define char_bossshield (1 << 30)
|
---|
621 | #define char_weaponimmune (1 << 31)
|
---|
622 |
|
---|
623 |
|
---|
624 | //We need a Oni_Structs #include file.
|
---|
625 |
|
---|
626 | typedef struct {
|
---|
627 | uint32_t TimerMode;
|
---|
628 | char TimerName[32];
|
---|
629 | uint32_t TimerDuration;
|
---|
630 | uint32_t field_28;
|
---|
631 | uint32_t field_2C;
|
---|
632 | uint32_t Letterbox[3];
|
---|
633 | uint32_t field_3C;
|
---|
634 | uint32_t field_40;
|
---|
635 | uint32_t CutsceneSyncMark;
|
---|
636 | uint32_t SomeCutsceneSyncMarkField;
|
---|
637 | uint32_t field_4C;
|
---|
638 | uint32_t SplashScreenMachineTime;
|
---|
639 | uint32_t field_54;
|
---|
640 | uint32_t field_58;
|
---|
641 | uint32_t field_5C;
|
---|
642 | uint32_t field_60;
|
---|
643 | uint32_t field_64;
|
---|
644 | uint32_t field_68;
|
---|
645 | uint32_t field_6C;
|
---|
646 | uint32_t field_70;
|
---|
647 | uint32_t FadeStartTime;
|
---|
648 | uint32_t FadeEndTime;
|
---|
649 | uint32_t field_7C;
|
---|
650 | uint32_t Camera;
|
---|
651 | char PathFindingGraph[0x28];
|
---|
652 | struct Character *PlayerCharacter;
|
---|
653 | uint32_t field_B0;
|
---|
654 | uint32_t field_B4;
|
---|
655 | GameInput Input;
|
---|
656 | uint32_t field_E8;
|
---|
657 | uint32_t field_EC;
|
---|
658 | uint32_t ScreenshotEveryFrame; //bool?
|
---|
659 | uint32_t field_F4;
|
---|
660 | char field_F8;
|
---|
661 | char field_F9;
|
---|
662 | char field_FA;
|
---|
663 | char field_FB;
|
---|
664 | uint32_t field_FC;
|
---|
665 | uint32_t field_100;
|
---|
666 | uint32_t SlowMo; //bool
|
---|
667 | uint32_t SlowMotion;
|
---|
668 | uint32_t field_10C;
|
---|
669 | uint32_t field_110;
|
---|
670 | uint32_t field_114;
|
---|
671 | char SplashScreenTextureName[32];
|
---|
672 | uint32_t field_138;
|
---|
673 | uint32_t field_13C;
|
---|
674 | uint32_t field_140;
|
---|
675 | uint32_t GameTime;
|
---|
676 | uint32_t field_148;
|
---|
677 | uint32_t field_14C;
|
---|
678 | uint32_t Level;
|
---|
679 | uint32_t field_154;
|
---|
680 | char MotionBlur[0x44][64];
|
---|
681 | uint32_t MotionBlurCount;
|
---|
682 | uint16_t field_125C;
|
---|
683 | uint16_t field_125E;
|
---|
684 | Character CharacterStorage[128];
|
---|
685 | uint16_t CharacterCount;
|
---|
686 | uint16_t padding_1;
|
---|
687 | uint32_t field_B6264;
|
---|
688 | char ActiveCharacters[0x2838][64]; //Active Character Struct isn't the proper size atm.
|
---|
689 | uint16_t ActiveCharactersCount;
|
---|
690 | char Shadows[32][0x804];
|
---|
691 | uint32_t field_1670EA;
|
---|
692 | uint32_t ShadowCount;
|
---|
693 | ActiveCharacter* ActiveCharacterList[128]; //or just Character*? Anyways, we wont need to use this.
|
---|
694 | uint32_t ActiveCharacterListCount;
|
---|
695 | uint32_t ActiveCharacterListLock;
|
---|
696 | Character* LivingCharacterList[128];
|
---|
697 | uint32_t LivingCharacterListCount;
|
---|
698 | uint32_t LivingCharacterListLock;
|
---|
699 | ActiveCharacter* PresentCharacterList[128];
|
---|
700 | uint32_t PresentCharacterListCount;
|
---|
701 | uint32_t PresentCharacterListLock;
|
---|
702 | void* ObjectList;
|
---|
703 | char DoorArray[8];
|
---|
704 | char Sky[0x290];
|
---|
705 | uint32_t field_1679A4;
|
---|
706 | uint32_t Triggers;
|
---|
707 | char IsGamePaused;
|
---|
708 | char IsInputEnabled;
|
---|
709 | char field_1679AE;
|
---|
710 | char field_1679AF;
|
---|
711 | uint32_t LockedActions1;
|
---|
712 | uint32_t LockedActions2;
|
---|
713 | uint32_t field_1679B8;
|
---|
714 | uint32_t WinLose;
|
---|
715 | uint32_t ConditionSoundsCount;
|
---|
716 | uint32_t ConditionSounds[5];
|
---|
717 | uint16_t LevelNumber;
|
---|
718 | uint16_t padding_5;
|
---|
719 | uint16_t field_1679DC;
|
---|
720 | } GameState;
|
---|
721 |
|
---|
722 |
|
---|
723 | #endif
|
---|