arsa  2.7
Classes | Macros | Typedefs | Enumerations
gamebasetype.h File Reference
#include "cdx.h"

Go to the source code of this file.

Classes

struct  LIFETIMEINFO
 
struct  CMDINFO
 
struct  KEYINFO
 

Macros

#define _MAXNAME   256
 
#define _MAXNAME30   30
 
#define _TIME   30
 
#define AREACOLLISION   50
 
#define AI_NEAR   50
 
#define AI_FAR   200
 
#define MAXUPDATESTATE   6
 
#define TYPE_PORTRAIT_MENU   "PORTRAIT_MENU"
 
#define TYPE_SKILL   "SKILL"
 
#define TYPE_PORTRAIT   "PORTRAIT"
 
#define PLAYER1   "PLAYER1"
 
#define PLAYER2   "PLAYER2"
 
#define PLAYER1WORLD   "PLAYER1WORLD"
 
#define PLAYER2WORLD   "PLAYER2WORLD"
 
#define PLAYER1B   "PLAYER1B"
 
#define PLAYER2B   "PLAYER2B"
 
#define PLAYER3B   "PLAYER3B"
 
#define PLAYER4B   "PLAYER4B"
 
#define PLAYER1BWORLD   "PLAYER1BWORLD"
 
#define PLAYER2BWORLD   "PLAYER2BWORLD"
 
#define MAXKEY   16
 
#define REPEATKEY   10
 
#define RESETKEY   1000
 

Typedefs

typedef struct LIFETIMEINFO LIFETIMEINFO
 
typedef struct LIFETIMEINFOPLIFETIMEINFO
 
typedef struct CMDINFO CMDINFO
 
typedef struct CMDINFOPCMDINFO
 
typedef struct KEYINFO KEYINFO
 
typedef struct KEYINFOPKEYINFO
 

Enumerations

enum  OBJTYPE { BACKGROUND = 0, PLAYER, ENEMY }
 
enum  AI_STATE {
  SPAWN = 0, STANDING = 1, JUMPING, SLIDING,
  WALKING, ATTACKING, RANDOM, JUMPATTACKING,
  FALLATTACKING, JUMPGUARD, FALLGUARD, FLOORGUARD,
  BEGIN_HIT = 12, BEGIN_HITAIR, BEGIN_HITAIRDOWN, BEGIN_ONFLOOR,
  BEGIN_SLIDE, BEGIN_SPAWN, BEGIN_VICTORY, HIT,
  HITAIR, RUNING = 21, FALLING, BEGIN_DIE,
  DIE, ONFLOOR, CROUCH, REMOVE,
  VICTORY, TALKING, WAITING, COME_BATTLE,
  HIT_BACK, TRIPPED, HIT_TRANSITION, HIT_RECOVERY,
  LIE_DOWN, GETUP, AIR_FALL, HIT_GROUND,
  INBATTLE, INNORMAL, OUTBATTLE, CROUCHGUARD,
  HITMOVEANIMATION, HITMOVENOANIMATION, HITMOVEANIMATIONJUGGLE, HITMOVEANIMATIONJUGGLE2,
  HITMOVENOANIMATIONJUGGLE, HITMOVENOANIMATIONJUGGLE2, HITTIME, HITTIMENOMOVE,
  WAITMOVEANIMATION, WAITMOVENOANIMATION, WAITTIME, THINKING,
  WARP_BEGIN, WARP_END, GUARD_BACK, CHALLENGE,
  CALLPARTNER, DIEJUGGLE, DIEJUGGLE2, DIENOANIMATION,
  TIMEOVER, FLOORGUARDATTACK, JUMPGUARDATTACK, CROUCHGUARDATTACK,
  BACKSTEP, BACKSTEPGUARD, LARGEFACEINOUT, HITWAITATTACK,
  EXTENDING
}
 
enum  AI_TYPE {
  AI_PLAYER = 1, AI_PLAYER2, AI_DLGNPC = 3, AI_DLGPLAYER,
  AI_WORLDPLAYER = 5, AI_WORLDPLAYER2, AI_WORLDNPC, AI_WARRIOR = 8,
  AI_KNIGHT, AI_DARKWIZARD, AI_THIEF, AI_WHITEWIZARD,
  AI_PRIEST, AI_HUMAN, AI_WING, AI_APO,
  AI_LENGTH, AI_PLAYER1B, AI_PLAYER2B, AI_PLAYER3B,
  AI_PLAYER4B, AI_WORLDPLAYER1B, AI_WORLDPLAYER2B, AI_DEAD,
  AI_LAN, AI_WARRIOR2
}
 
enum  BLKDATA {
  SOLID = 1, BROKEN, PBROKEN, DLG_CENCOR,
  DOOR_CENCOR
}
 
enum  ATTACKLEVEL { HIGH = 1, MIDDLE, LOW }
 
enum  ATTACKTYPE {
  COMBO = 1, SKILLNEAR, SKILLFAR, GUARDCRASH,
  GUARDCANCEL = 5, HEALHP, ABNATTADD, ABNDEFADD,
  ABNATTDEC, ABNDEFDEC = 10, UNPOISONFREEZE, UNPOISONDECHP,
  UNPOISONNOSKILL, POISONFREEZE, POISONDECHP = 15, POISONNOSKILL,
  RELIFE, UNABNATT, UNABNDEF
}
 

Macro Definition Documentation

◆ _MAXNAME

#define _MAXNAME   256

Definition at line 34 of file gamebasetype.h.

◆ _MAXNAME30

#define _MAXNAME30   30

Definition at line 35 of file gamebasetype.h.

◆ _TIME

#define _TIME   30

Definition at line 40 of file gamebasetype.h.

◆ AI_FAR

#define AI_FAR   200

Definition at line 47 of file gamebasetype.h.

◆ AI_NEAR

#define AI_NEAR   50

Definition at line 46 of file gamebasetype.h.

◆ AREACOLLISION

#define AREACOLLISION   50

Definition at line 43 of file gamebasetype.h.

◆ MAXKEY

#define MAXKEY   16

Definition at line 347 of file gamebasetype.h.

◆ MAXUPDATESTATE

#define MAXUPDATESTATE   6

Definition at line 79 of file gamebasetype.h.

◆ PLAYER1

#define PLAYER1   "PLAYER1"

Definition at line 310 of file gamebasetype.h.

◆ PLAYER1B

#define PLAYER1B   "PLAYER1B"

Definition at line 316 of file gamebasetype.h.

◆ PLAYER1BWORLD

#define PLAYER1BWORLD   "PLAYER1BWORLD"

Definition at line 320 of file gamebasetype.h.

◆ PLAYER1WORLD

#define PLAYER1WORLD   "PLAYER1WORLD"

Definition at line 312 of file gamebasetype.h.

◆ PLAYER2

#define PLAYER2   "PLAYER2"

Definition at line 311 of file gamebasetype.h.

◆ PLAYER2B

#define PLAYER2B   "PLAYER2B"

Definition at line 317 of file gamebasetype.h.

◆ PLAYER2BWORLD

#define PLAYER2BWORLD   "PLAYER2BWORLD"

Definition at line 321 of file gamebasetype.h.

◆ PLAYER2WORLD

#define PLAYER2WORLD   "PLAYER2WORLD"

Definition at line 313 of file gamebasetype.h.

◆ PLAYER3B

#define PLAYER3B   "PLAYER3B"

Definition at line 318 of file gamebasetype.h.

◆ PLAYER4B

#define PLAYER4B   "PLAYER4B"

Definition at line 319 of file gamebasetype.h.

◆ REPEATKEY

#define REPEATKEY   10

Definition at line 348 of file gamebasetype.h.

◆ RESETKEY

#define RESETKEY   1000

Definition at line 349 of file gamebasetype.h.

◆ TYPE_PORTRAIT

#define TYPE_PORTRAIT   "PORTRAIT"

Definition at line 304 of file gamebasetype.h.

◆ TYPE_PORTRAIT_MENU

#define TYPE_PORTRAIT_MENU   "PORTRAIT_MENU"

Definition at line 301 of file gamebasetype.h.

◆ TYPE_SKILL

#define TYPE_SKILL   "SKILL"

Definition at line 303 of file gamebasetype.h.

Typedef Documentation

◆ CMDINFO

typedef struct CMDINFO CMDINFO

◆ KEYINFO

typedef struct KEYINFO KEYINFO

◆ LIFETIMEINFO

typedef struct LIFETIMEINFO LIFETIMEINFO

◆ PCMDINFO

typedef struct CMDINFO * PCMDINFO

◆ PKEYINFO

typedef struct KEYINFO * PKEYINFO

◆ PLIFETIMEINFO

typedef struct LIFETIMEINFO * PLIFETIMEINFO

Enumeration Type Documentation

◆ AI_STATE

enum AI_STATE
Enumerator
SPAWN 
STANDING 
JUMPING 
SLIDING 
WALKING 
ATTACKING 
RANDOM 
JUMPATTACKING 
FALLATTACKING 
JUMPGUARD 
FALLGUARD 
FLOORGUARD 
BEGIN_HIT 
BEGIN_HITAIR 
BEGIN_HITAIRDOWN 
BEGIN_ONFLOOR 
BEGIN_SLIDE 
BEGIN_SPAWN 
BEGIN_VICTORY 
HIT 
HITAIR 
RUNING 
FALLING 
BEGIN_DIE 
DIE 
ONFLOOR 
CROUCH 
REMOVE 
VICTORY 
TALKING 
WAITING 
COME_BATTLE 
HIT_BACK 
TRIPPED 
HIT_TRANSITION 
HIT_RECOVERY 
LIE_DOWN 
GETUP 
AIR_FALL 
HIT_GROUND 
INBATTLE 
INNORMAL 
OUTBATTLE 
CROUCHGUARD 
HITMOVEANIMATION 
HITMOVENOANIMATION 
HITMOVEANIMATIONJUGGLE 
HITMOVEANIMATIONJUGGLE2 
HITMOVENOANIMATIONJUGGLE 
HITMOVENOANIMATIONJUGGLE2 
HITTIME 
HITTIMENOMOVE 
WAITMOVEANIMATION 
WAITMOVENOANIMATION 
WAITTIME 
THINKING 
WARP_BEGIN 
WARP_END 
GUARD_BACK 
CHALLENGE 
CALLPARTNER 
DIEJUGGLE 
DIEJUGGLE2 
DIENOANIMATION 
TIMEOVER 
FLOORGUARDATTACK 
JUMPGUARDATTACK 
CROUCHGUARDATTACK 
BACKSTEP 
BACKSTEPGUARD 
LARGEFACEINOUT 
HITWAITATTACK 
EXTENDING 

Definition at line 82 of file gamebasetype.h.

83 {
84  SPAWN = 0,
85 
86  // use states 1 - 6 in UpdateState() function each ai class
87  STANDING = 1,
88  JUMPING, // 2
89  SLIDING, // 3
90  WALKING, // 4
91  ATTACKING, // 5
92  RANDOM, // 6
95  JUMPGUARD,
96  FALLGUARD,
97  FLOORGUARD,
98 
99  // hit state
100  BEGIN_HIT = 12,
101  BEGIN_HITAIR,
104  BEGIN_SLIDE,
105  BEGIN_SPAWN,
107  HIT,
108  HITAIR,
109 
110  // action state
111  RUNING = 21,
112  FALLING,
113  BEGIN_DIE,
114  DIE,
115  ONFLOOR,
116  CROUCH,
117  REMOVE,
118  VICTORY,
119  TALKING,
120  WAITING,
121  COME_BATTLE,
122  HIT_BACK,
123  TRIPPED,
125  HIT_RECOVERY,
126  LIE_DOWN,
127  GETUP,
128  AIR_FALL,
129  HIT_GROUND,
130 
131  INBATTLE,
132  INNORMAL,
133  OUTBATTLE,
134 
135  CROUCHGUARD,
136 
137  // addination hit
138  // clear move in trigger.cpp
141  HITMOVEANIMATIONJUGGLE, // first hit floor
142  HITMOVEANIMATIONJUGGLE2, // second hit floor and getup
143  HITMOVENOANIMATIONJUGGLE, // first hit floor
144  HITMOVENOANIMATIONJUGGLE2, // second hit floor and getup
145  HITTIME,
147 
148  // wait
149  // not clear move in trigger.cpp
150  // use hit function in cbaseactor.cpp
153  WAITTIME,
154 
155  // state for apo only
156  THINKING, // thinking state
157  WARP_BEGIN, // warp begin state , exit this state when endmotion and find enemy and setpos to it.
158  WARP_END, // warp end state
159 
160  GUARD_BACK, // when other actor hit guard actor will backing
161  CHALLENGE, // challenge state
162  CALLPARTNER, // use when call partner eg. changechar[push HP+HK], crazy partner NOT include doubleteam
163 
164  DIEJUGGLE, // die juggle actor is up in the air
165  DIEJUGGLE2, // after DIEJUGGLE same ITMOVEANIMATIONJUGGLE2 then set state to DIE
166  DIENOANIMATION, // die no animation call from BATTLEUPDATE when p1 or p2 KO use for partner dead
167 
168  TIMEOVER, // draw only not check anything
169 
170  // guard attack
174 
175  // back step state
176  BACKSTEP,
178 
179  // largeface in-out at selectchar
181 
182  // wait until hitter exit attact state
183  // use for attack
185 
186  // show extend pose
187  EXTENDING
188 
189 }AI_STATE;
AI_STATE
Definition: gamebasetype.h:82

◆ AI_TYPE

enum AI_TYPE
Enumerator
AI_PLAYER 
AI_PLAYER2 
AI_DLGNPC 
AI_DLGPLAYER 
AI_WORLDPLAYER 
AI_WORLDPLAYER2 
AI_WORLDNPC 
AI_WARRIOR 
AI_KNIGHT 
AI_DARKWIZARD 
AI_THIEF 
AI_WHITEWIZARD 
AI_PRIEST 
AI_HUMAN 
AI_WING 
AI_APO 
AI_LENGTH 
AI_PLAYER1B 
AI_PLAYER2B 
AI_PLAYER3B 
AI_PLAYER4B 
AI_WORLDPLAYER1B 
AI_WORLDPLAYER2B 
AI_DEAD 
AI_LAN 
AI_WARRIOR2 

Definition at line 192 of file gamebasetype.h.

193 {
194  // player
195  AI_PLAYER = 1,
196  AI_PLAYER2,
197 
198  // dialog npc & player
199  AI_DLGNPC = 3,
200  AI_DLGPLAYER,
201 
202  // map npc & player
203  AI_WORLDPLAYER = 5,
205  AI_WORLDNPC,
206 
207  // battle ai
208  AI_WARRIOR = 8,
209  AI_KNIGHT,
211  AI_THIEF,
213  AI_PRIEST,
214  AI_HUMAN,
215  AI_WING,
216  AI_APO,
217  AI_LENGTH,
218 
219  // player 3p/4p battle
220  AI_PLAYER1B,
221  AI_PLAYER2B,
222  AI_PLAYER3B,
223  AI_PLAYER4B,
224 
227 
228  AI_DEAD,
229  AI_LAN,
230  AI_WARRIOR2,
231 
232 }AI_TYPE;
AI_TYPE
Definition: gamebasetype.h:192

◆ ATTACKLEVEL

Enumerator
HIGH 
MIDDLE 
LOW 

Definition at line 265 of file gamebasetype.h.

266 {
267  HIGH = 1, // 1
268  MIDDLE, // 2
269  LOW // 3
270 }ATTACKLEVEL;
ATTACKLEVEL
Definition: gamebasetype.h:265

◆ ATTACKTYPE

enum ATTACKTYPE
Enumerator
COMBO 
SKILLNEAR 
SKILLFAR 
GUARDCRASH 
GUARDCANCEL 
HEALHP 
ABNATTADD 
ABNDEFADD 
ABNATTDEC 
ABNDEFDEC 
UNPOISONFREEZE 
UNPOISONDECHP 
UNPOISONNOSKILL 
POISONFREEZE 
POISONDECHP 
POISONNOSKILL 
RELIFE 
UNABNATT 
UNABNDEF 

Definition at line 273 of file gamebasetype.h.

274 {
275  COMBO = 1, // combo attack
276  SKILLNEAR, // skill near
277  SKILLFAR, // skill far
278  GUARDCRASH, // guard crash
279  GUARDCANCEL = 5, // guard cancel
280  HEALHP, // heal hp, mp
281  ABNATTADD, // abnormal status att add
282  ABNDEFADD, // abnormal status def add
283  ABNATTDEC, // abnormal status att dec
284  ABNDEFDEC = 10, // abnormal status def dec
285  UNPOISONFREEZE, // un poison freeze
286  UNPOISONDECHP, // un poison dec hp
287  UNPOISONNOSKILL, // un poison no skill
288  POISONFREEZE, // poison freeze
289  POISONDECHP = 15, // poison dec hp
290  POISONNOSKILL, // poison no skill
291  RELIFE, // relife
292  UNABNATT, // un abnormal status att
293  UNABNDEF // un abnormal status att
294 }ATTACKTYPE;
ATTACKTYPE
Definition: gamebasetype.h:273

◆ BLKDATA

enum BLKDATA
Enumerator
SOLID 
BROKEN 
PBROKEN 
DLG_CENCOR 
DOOR_CENCOR 

Definition at line 255 of file gamebasetype.h.

256 {
257  SOLID = 1, // 1
258  BROKEN, // 2
259  PBROKEN, // 3
260  DLG_CENCOR, // 4
261  DOOR_CENCOR // 5
262 }BLKDATA;
BLKDATA
Definition: gamebasetype.h:255

◆ OBJTYPE

enum OBJTYPE
Enumerator
BACKGROUND 
PLAYER 
ENEMY 

Definition at line 69 of file gamebasetype.h.

70 {
71  BACKGROUND = 0,
72  PLAYER,
73  ENEMY
74 }OBJTYPE;
OBJTYPE
Definition: gamebasetype.h:69