0
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1 #pragma once
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2
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3
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1332
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4 enum TURN_ENGINE_FLAGS
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5 {
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6 TE_FLAG_1 =1,
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1450
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7 TE_HAVE_PENDING_ACTIONS =2,
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1332
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8 TE_PLAYER_TURN =4,
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9 TE_FLAG_8 =8
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10 };
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11
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1450
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12 enum TURN_ENGINE_AI_ACTION
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13 {
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14 TE_AI_STAND =0,
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15 TE_AI_RANGED_ATTACK =1,
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16 TE_AI_PURSUE =2,
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17 TE_AI_MELEE_ATTACK =3,
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18 TE_AI_FLEE =4
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19 };
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20
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21
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0
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22
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23 /* 299 */
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24 #pragma pack(push, 1)
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25 struct TurnBased_QueueElem
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26 {
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372
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27 inline TurnBased_QueueElem()
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28 {
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29 uPackedID = 0;
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1448
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30 actor_initiative = 0;
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372
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31 uActionLength = 0;
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1450
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32 AI_action_type = 0;
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372
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33 }
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0
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34 int uPackedID;
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1450
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35 int actor_initiative; //act first who have less
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0
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36 int uActionLength;
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1450
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37 int AI_action_type;
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0
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38 };
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39 #pragma pack(pop)
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40
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41 /* 254 */
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42 #pragma pack(push, 1)
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43 struct stru262_TurnBased
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44 {
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370
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45 inline stru262_TurnBased()
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46 {
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1448
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47 turns_count = 0;
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1340
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48 turn_stage = 0;
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1448
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49 ai_turn_timer = 0;
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370
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50 uActorQueueSize = 0;
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1448
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51 turn_initiative = 0;
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370
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52 uActionPointsLeft = 0;
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53 field_18 = 0;
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1450
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54 pending_actions = 0;
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370
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55 }
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56
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1679
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57 void SortTurnQueue();
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1448
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58 void ApplyPlayerAction();
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1679
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59 void Start();
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0
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60 void End(bool bPlaySound);
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1448
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61 void AITurnBasedAction();
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1341
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62 void StartTurn();
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0
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63 void NextTurn();
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1679
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64 bool StepTurnQueue();
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1340
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65 void _406457(int a2);
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1448
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66 void SetAIRecoveryTimes();
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322
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67 void _4065B0();
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1448
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68 void AIAttacks(unsigned int queue_index);
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1450
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69 void AI_Action_(int queue_index);
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70 void ActorAISetMovementDecision();
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71 void ActorAIStopMovement();
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72 void ActorAIDoAdditionalMove();
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73 bool ActorMove(signed int a2);
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74 void ActorAIChooseNewTargets();
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0
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75
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76
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1448
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77 int turns_count;
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2114
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78 int turn_stage; //if = 2 - action
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1448
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79 int ai_turn_timer;
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1330
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80 int uActorQueueSize; //c
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1448
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81 int turn_initiative;
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1330
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82 int uActionPointsLeft; //14
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0
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83 int field_18;
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1450
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84 int pending_actions;
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1456
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85 TurnBased_QueueElem pQueue[530]; //20
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0
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86 };
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87 #pragma pack(pop)
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88
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89
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90
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91 extern struct stru262_TurnBased *pTurnEngine; |