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240 lines
7.7 KiB
C
240 lines
7.7 KiB
C
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#ifndef WEAPON_H
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#define WEAPON_H
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#define NEW_ELECTRO 1
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#define HORIZ_MULT 128L
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#define ANG2PLAYER(pp,sp) (getangle((pp)->posx - (sp)->x, (pp)->posy - (sp)->y))
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#define ANG2SPRITE(sp,op) (getangle((sp)->x - (op)->x, (sp)->y - (op)->y))
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#define MAX_HOLE_QUEUE 64
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#define MAX_STAR_QUEUE 32
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#define MAX_WALLBLOOD_QUEUE 32
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#define MAX_FLOORBLOOD_QUEUE 32
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#define MAX_GENERIC_QUEUE 32
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#define MAX_LOWANGS_QUEUE 16
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//#define NUKE_RADIUS 16384
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#define NUKE_RADIUS 30000
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#define RAIL_RADIUS 3500
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// This is how many bullet shells have been spawned since the beginning of the game.
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extern FOOT_TYPE FootMode;
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extern int ShellCount;
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#define MAXSHELLS 32
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extern short StarQueueHead;
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extern short StarQueue[MAX_STAR_QUEUE];
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extern short HoleQueueHead;
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extern short HoleQueue[MAX_HOLE_QUEUE];
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extern short WallBloodQueueHead;
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extern short WallBloodQueue[MAX_WALLBLOOD_QUEUE];
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extern short FloorBloodQueueHead;
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extern short FloorBloodQueue[MAX_FLOORBLOOD_QUEUE];
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extern short GenericQueueHead;
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extern short GenericQueue[MAX_GENERIC_QUEUE];
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extern short LoWangsQueueHead;
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extern short LoWangsQueue[MAX_LOWANGS_QUEUE];
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VOID ChangeState(short SpriteNum, STATEp statep);
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void DoPlayerBeginRecoil(PLAYERp pp, short pix_amt);
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SECTOR_OBJECTp DetectSectorObject(SECTORp);
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SECTOR_OBJECTp DetectSectorObjectByWall(WALLp);
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VOID ScaleSpriteVector(short SpriteNum, int scale);
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int QueueHole(short ang, short hitsect, short hitwall, int hitx, int hity, int hitz);
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int QueueWallBlood(short hitsprite,short ang);
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BOOL SlopeBounce(short SpriteNum, BOOL *hitwall);
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BOOL HitscanSpriteAdjust(short SpriteNum, short hitwall);
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int SpawnSwordSparks(PLAYERp pp, short hitsect, short hitwall, int hitx, int hity, int hitz, short hitang);
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int SpawnBubble(short SpriteNum);
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int SpawnFireballExp(SHORT Weapon);
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int SpawnFireballFlames(SHORT SpriteNum,SHORT enemy);
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int SpawnRadiationCloud(short SpriteNum);
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int SpawnGrenadeExp(SHORT Weapon);
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int SpawnSectorExp(SHORT Weapon);
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int DoShrapVelocity(SHORT SpriteNum);
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int ShrapKillSprite(short SpriteNum);
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BOOL MissileSetPos(short Weapon,ANIMATORp DoWeapon,int dist);
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int ActorPain(short SpriteNum);
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//
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// Damage Amounts defined in damage.h
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//
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extern DAMAGE_DATA DamageData[];
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// Damage Times - takes damage after this many tics
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#define DAMAGE_BLADE_TIME (10)
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// Player Missile Speeds
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#define STAR_VELOCITY (1800)
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#define BOLT_VELOCITY (900)
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#define ROCKET_VELOCITY (1350)
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#define BOLT_SEEKER_VELOCITY (820)
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#define FIREBALL_VELOCITY (2000)
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#define ELECTRO_VELOCITY (800)
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#define PLASMA_VELOCITY (1000)
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#define UZI_BULLET_VELOCITY (2500)
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#define TRACER_VELOCITY (1200)
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#define TANK_SHELL_VELOCITY (1200)
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#define GRENADE_VELOCITY (900)
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#define MINE_VELOCITY (520) // Was 420
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#define CHEMBOMB_VELOCITY (420)
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// Player Spell Missile Speeds
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#define BLOOD_WORM_VELOCITY (800)
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#define NAPALM_VELOCITY (800)
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#define MIRV_VELOCITY (600)
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#define SPIRAL_VELOCITY (600)
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// Trap Speeds
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#define BOLT_TRAP_VELOCITY (950)
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#define SPEAR_TRAP_VELOCITY (650)
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#define FIREBALL_TRAP_VELOCITY (750)
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// NPC Missile Speeds
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#define NINJA_STAR_VELOCITY (1800)
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#define NINJA_BOLT_VELOCITY (500)
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#define GORO_FIREBALL_VELOCITY (800)
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#define SKEL_ELECTRO_VELOCITY (850)
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#define COOLG_FIRE_VELOCITY (400)
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#define GRENADE_RECOIL_AMT (12)
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#define ROCKET_RECOIL_AMT (7)
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#define RAIL_RECOIL_AMT (7)
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#define SHOTGUN_RECOIL_AMT (12)
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//#define MICRO_RECOIL_AMT (15)
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// Damage amounts that determine the type of player death
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// The standard flip over death is default
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#define PLAYER_DEATH_CRUMBLE_DAMMAGE_AMT (25)
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#define PLAYER_DEATH_EXPLODE_DAMMAGE_AMT (65)
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// electro weapon
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#define ELECTRO_MAX_JUMP_DIST 25000
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extern int WeaponIsAmmo;
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#define MISSILEMOVETICS 6
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#define CLOSE_RANGE_DIST_FUDGE(sp1, sp2, fudge) \
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(((int)(sp1)->clipdist<<2) + ((int)(sp2)->clipdist<<2) + (fudge))
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#define CLOSE_RANGE_DIST(sp1, sp2) CLOSE_RANGE_DIST_FUDGE(sp1, sp2, 400)
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extern short target_ang;
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BOOL SpriteOverlap(short, short);
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int SpawnShotgunSparks(PLAYERp pp, short hitsect, short hitwall, int hitx, int hity, int hitz, short hitang);
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int DoActorBeginSlide(short SpriteNum, short ang, short vel, short dec);
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int GetOverlapSector(int x, int y, short *over, short *under);
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BOOL MissileHitDiveArea(short SpriteNum);
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int DoDamageTest(short);
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extern short StatDamageList[STAT_DAMAGE_LIST_SIZE];
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#define RADIATION_CLOUD 3258
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#define MUSHROOM_CLOUD 3280
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extern STATE s_NukeMushroom[];
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VOID WallBounce(short SpriteNum, short ang);
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#define PUFF 1748
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#define CALTROPS 2218
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#define PHOSPHORUS 1397
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int PlayerInitChemBomb(PLAYERp pp);
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int InitChemBomb(short SpriteNum);
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int PlayerInitCaltrops(PLAYERp pp);
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int InitBloodSpray(SHORT SpriteNum, BOOL dogib, short velocity);
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int SpawnBunnyExp(SHORT Weapon);
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int InitBunnyRocket(PLAYERp pp);
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int GetDamage(short SpriteNum, short Weapon, short DamageNdx);
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int DoFlamesDamageTest(short Weapon);
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VOID DoActorSpawnIcon(SHORT SpriteNum);
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typedef struct
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{
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STATEp state;
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short id, num, zlevel, min_jspeed, max_jspeed, min_vel, max_vel, random_disperse, ang_range;
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// state, id, num, min_jspeed, max_jspeed, min_vel, max_vel, size,
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// random_disperse, ang_range
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} SHRAP, *SHRAPp;
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enum ShrapPos
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{
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Z_TOP,
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Z_MID,
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Z_BOT
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};
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int SetSuicide(short SpriteNum);
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VOID UpdateSinglePlayKills(short SpriteNum);
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int InitPlasmaFountain(SPRITEp wp, SPRITEp sp);
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int InitCoolgDrip(short SpriteNum);
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int InitFireball(PLAYERp pp);
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void InitSpellRing(PLAYERp pp);
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void InitSpellNapalm(PLAYERp pp);
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int InitUzi(PLAYERp pp);
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int InitSobjGun(PLAYERp pp);
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int InitBoltTrap(short SpriteNum);
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int InitSpearTrap(short SpriteNum);
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int InitTurretMgun(SECTOR_OBJECTp sop);
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int InitVulcanBoulder(short SpriteNum);
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int DoBladeDamage(short SpriteNum);
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int DoFindGround(SHORT SpriteNum);
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int DoFindGroundPoint(SHORT SpriteNum);
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VOID SpriteQueueDelete(short SpriteNum);
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int HelpMissileLateral(SHORT Weapon,int dist);
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int AddSpriteToSectorObject(short SpriteNum,SECTOR_OBJECTp sop);
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void QueueReset(void);
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int PlayerCheckDeath(PLAYERp pp,short Weapon);
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BOOL SpriteWarpToUnderwater(SPRITEp sp);
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int PlayerDamageSlide(PLAYERp pp,short damage,short ang);
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BOOL VehicleMoveHit(short SpriteNum);
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int SpawnSplash(short SpriteNum);
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int SpawnMineExp(SHORT Weapon);
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int SpawnLittleExp(SHORT Weapon);
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int SpawnLargeExp(SHORT Weapon);
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int SpawnNuclearExp(SHORT Weapon);
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int SpawnBoltExp(SHORT Weapon);
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int SpawnTracerExp(SHORT Weapon);
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int SpawnGoroFireballExp(SHORT Weapon);
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BOOL MissileHitMatch(short Weapon,short WeaponNum,short hitsprite);
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int DoItemFly(SHORT SpriteNum);
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int SpawnVehicleSmoke(short SpriteNum);
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short PrevWall(short wall_num);
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int DoDamage(short SpriteNum,short Weapon);
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#endif
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